[153] | 1 | #include "OgreItemBufferQueryManager.h" |
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| 2 | #include <OgreLogManager.h> |
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| 3 | #include <OgreStringConverter.h> |
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| 4 | #include <vector> |
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[159] | 5 | #include <OgreSubEntity.h> |
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[153] | 6 | |
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| 7 | namespace Ogre { |
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| 8 | //----------------------------------------------------------------------- |
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[159] | 9 | ItemBufferQueryManager::ItemBufferQueryManager(PlatformHierarchyInterface *hierarchyInterface, Viewport *vp, |
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| 10 | const bool renderPatches): |
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| 11 | PlatformQueryManager(hierarchyInterface, vp), mRenderPatchesForItemBuffer(renderPatches) |
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[153] | 12 | { |
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| 13 | } |
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| 14 | //----------------------------------------------------------------------- |
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| 15 | bool ItemBufferQueryManager::ShootRay(const Ray &ray, std::vector<Mesh *> *visibleMeshes, bool isGlobalLine) |
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| 16 | { |
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| 17 | // run OGRE ray shooting query |
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| 18 | return false; |
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| 19 | } |
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| 20 | //----------------------------------------------------------------------- |
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| 21 | void ItemBufferQueryManager::ComputeCameraVisibility(const Camera &camera, |
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| 22 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes, |
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| 23 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry, |
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[159] | 24 | InfoContainer<GtpVisibility::PatchInfo> *visiblePatches, |
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[153] | 25 | bool relativeVisibility) |
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| 26 | { |
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[154] | 27 | // initialise item buffer (if not already initialised) |
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[159] | 28 | InitItemBuffer(visibleNodes, visibleGeometry, visiblePatches); |
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[153] | 29 | |
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| 30 | // we need access to the scene manager and the rendersystem |
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| 31 | PlatformHierarchyInterface *pfHierarchyInterface = |
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| 32 | dynamic_cast<PlatformHierarchyInterface *>(mHierarchyInterface); |
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| 33 | |
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| 34 | SceneManager *sm = pfHierarchyInterface->GetSceneManager(); |
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| 35 | |
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[159] | 36 | // --- Render scene with item buffer (i.e., objects with their id as color codes) |
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[153] | 37 | |
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| 38 | // const_cast allowed because camera is not changed in renderScene |
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| 39 | Camera *pCam = const_cast<Camera *>(&camera); |
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| 40 | |
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| 41 | // disable overlays, reset them later |
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| 42 | bool overlayEnabled = mViewport->getOverlaysEnabled(); |
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| 43 | mViewport->setOverlaysEnabled(false); |
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| 44 | |
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| 45 | // set item buffer (must be provided by scene manager) |
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| 46 | bool useItemBuffer = true; |
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| 47 | sm->setOption("UseItemBuffer", &useItemBuffer); |
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| 48 | |
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[154] | 49 | // clear background with black (i.e., not a valid item id) |
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[153] | 50 | ColourValue bg = mViewport->getBackgroundColour(); |
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| 51 | mViewport->setBackgroundColour(ColourValue(0, 0, 0, 0)); |
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| 52 | |
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[155] | 53 | |
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| 54 | // --- render item buffer |
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[153] | 55 | pfHierarchyInterface->GetSceneManager()->_renderScene(pCam, mViewport, false); |
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[155] | 56 | |
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| 57 | |
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[153] | 58 | //---- collect results |
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| 59 | int dimx = 0; |
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| 60 | int dimy = 0; |
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| 61 | |
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| 62 | // get frame buffer |
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| 63 | uchar *buf = mViewport->getTarget()->getBufferContents(dimx, dimy); |
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| 64 | |
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[159] | 65 | int n = mRenderPatchesForItemBuffer ? (int)visiblePatches->size() : (int)visibleGeometry->size(); |
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[154] | 66 | |
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[153] | 67 | // loop through frame buffer & collect visible pixels |
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| 68 | for (int idx = 0; idx < dimy * dimx * 3; idx += 3) |
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| 69 | { |
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[154] | 70 | // -- decode color code to receive id |
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[153] | 71 | int id = buf[idx] << 16; |
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| 72 | id += buf[idx + 1] << 8; |
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| 73 | id += buf[idx + 2]; |
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| 74 | |
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[154] | 75 | // if valid id <= add visibility (id values start at 1 |
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[159] | 76 | if ((id > 0) && (id < n)) |
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[153] | 77 | { |
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[159] | 78 | if (mRenderPatchesForItemBuffer) |
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| 79 | { |
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| 80 | ((*visiblePatches)[id]).AddVisibility(1, 1); |
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| 81 | } |
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| 82 | else |
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| 83 | { |
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| 84 | ((*visibleGeometry)[id]).AddVisibility(1, 1); |
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| 85 | } |
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[153] | 86 | } |
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| 87 | }
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| 88 |
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[158] | 89 | //-- reset options
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[156] | 90 |
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| 91 | // don't need item buffer anymore |
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| 92 | useItemBuffer = false; |
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[158] | 93 | sm->setOption("UseItemBuffer", &useItemBuffer);
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[153] | 94 | // reset initialised - flag
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| 95 | mWasInitialised = false;
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[156] | 96 | // reset old overlay status |
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| 97 | mViewport->setOverlaysEnabled(overlayEnabled); |
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[158] | 98 | // reset background color |
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[156] | 99 | mViewport->setBackgroundColour(bg);
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| 100 |
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[158] | 101 | // delete array storing the frame buffer
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[153] | 102 | delete [] buf;
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| 103 | } |
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| 104 | //----------------------------------------------------------------------- |
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[159] | 105 | void ItemBufferQueryManager::InitItemBuffer( |
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| 106 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes, |
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| 107 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry, |
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| 108 | InfoContainer<GtpVisibility::PatchInfo> *visiblePatches) |
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[153] | 109 | { |
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| 110 | if (mWasInitialised) |
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| 111 | return; |
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| 112 | |
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| 113 | mWasInitialised = true; |
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| 114 | |
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[155] | 115 | SceneManager *sm = |
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| 116 | dynamic_cast<PlatformHierarchyInterface *>(mHierarchyInterface)->GetSceneManager(); |
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[153] | 117 | |
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[155] | 118 | SceneManager::EntityIterator it = sm->getEntityIterator(); |
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| 119 | |
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[153] | 120 | // TODO: make this more efficient |
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| 121 | visibleGeometry->clear(); |
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[154] | 122 | visibleNodes->clear(); |
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[159] | 123 | visiblePatches->clear(); |
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[153] | 124 | |
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[159] | 125 | int id = 0; |
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| 126 | |
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| 127 | /* We can either use patches or meshes. If patches are used, an unique id must |
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| 128 | be given each patch. Otherwise the same id must be given to all patches belonging |
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| 129 | to the same mesh. |
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| 130 | */ |
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[153] | 131 | while (it.hasMoreElements()) |
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| 132 | { |
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[159] | 133 | Entity *ent = it.getNext(); |
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| 134 | |
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| 135 | for (int i = 0; i < (int)ent->getNumSubEntities(); ++i)
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| 136 | {
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| 137 | SubEntity *subEnt = ent->getSubEntity(i);
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| 138 |
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| 139 | if (mRenderPatchesForItemBuffer)
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| 140 | {
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| 141 | ++ id;
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| 142 | visiblePatches->push_back(GtpVisibility::PatchInfo(subEnt, 0, 0));
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| 143 | }
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| 144 |
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| 145 | subEnt->setId(id);
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| 146 | } |
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| 147 | |
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| 148 | if (!mRenderPatchesForItemBuffer) |
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| 149 | { |
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| 150 | visibleGeometry->push_back(GtpVisibility::MeshInfo(ent, 0, 0)); |
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| 151 | ++ id; |
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| 152 | } |
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[153] | 153 | } |
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| 154 | } |
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[155] | 155 | |
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[159] | 156 | /* |
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| 157 | //-----------------------------------------------------------------------
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| 158 | Entity* VisibilityOctreeSceneManager::createEntity(const String& entityName,
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| 159 | const String& meshName)
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| 160 | {
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| 161 | Entity *ent = SceneManager::createEntity(entityName, meshName);
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| 162 |
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| 163 | for (int i = 0; i < (int)ent->getNumSubEntities(); ++i)
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| 164 | {
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| 165 | ent->getSubEntity(i)->setId(mCurrentEntityId);
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| 166 | }
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| 167 |
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| 168 | // increase counter of entity id values
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| 169 | ++ mCurrentEntityId;
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| 170 |
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| 171 | return ent;
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| 172 | } |
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| 173 | */ |
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[153] | 174 | } // namespace Ogre |
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