[154] | 1 | #include "OgreOcclusionQueriesQueryManager.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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| 5 | |
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| 6 | |
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| 7 | namespace Ogre { |
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| 8 | //----------------------------------------------------------------------- |
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| 9 | OcclusionQueriesQueryManager::OcclusionQueriesQueryManager(PlatformHierarchyInterface *hierarchyInterface, Viewport *vp): |
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| 10 | PlatformQueryManager(hierarchyInterface, vp) |
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| 11 | { |
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| 12 | } |
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| 13 | //----------------------------------------------------------------------- |
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| 14 | bool OcclusionQueriesQueryManager::ShootRay(const Ray &ray, std::vector<Mesh *> *visibleMeshes, bool isGlobalLine) |
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| 15 | { |
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| 16 | // run OGRE ray shooting query |
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| 17 | return false; |
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| 18 | } |
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| 19 | //----------------------------------------------------------------------- |
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| 20 | void OcclusionQueriesQueryManager::ComputeCameraVisibility(const Camera &camera, |
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| 21 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes, |
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| 22 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry, |
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| 23 | bool relativeVisibility) |
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| 24 | { |
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| 25 | // we need access to the scene manager and the rendersystem |
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| 26 | PlatformHierarchyInterface *pfHierarchyInterface = |
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| 27 | dynamic_cast<PlatformHierarchyInterface *>(mHierarchyInterface); |
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| 28 | |
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| 29 | //-- Render scene to get conservative visibility and fill depth buffer |
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| 30 | |
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| 31 | // const_cast allowed because camera is not changed in renderScene |
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| 32 | Camera *pCam = const_cast<Camera *>(&camera); |
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| 33 | |
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| 34 | // disable overlays, reset them later |
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| 35 | bool overlayEnabled = mViewport->getOverlaysEnabled(); |
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| 36 | mViewport->setOverlaysEnabled(false); |
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| 37 | |
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| 38 | //-- render the scene once to update depth buffer |
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| 39 | pfHierarchyInterface->GetSceneManager()->_renderScene(pCam, mViewport, false); |
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| 40 | |
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| 41 | /* |
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| 42 | Two query lists for projected pixels and for visibile pixels: |
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| 43 | We test queries after a rendering pass |
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| 44 | to get exact visibility with regard to the current camera. |
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| 45 | We issue all queries at once to avoid starvation & stalls. |
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| 46 | */ |
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| 47 | GtpVisibility::QueryList queryList[2]; |
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| 48 | |
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| 49 | // get rendered hierarchy nodes |
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| 50 | GtpVisibility::HierarchyNodeList *nodeList = mHierarchyInterface->GetRenderedNodes(); |
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| 51 | // vector for storing entities of meshes |
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| 52 | GtpVisibility::GeometryList geometryList; |
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| 53 | |
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| 54 | GtpVisibility::HierarchyNodeList::iterator nodeIt, nodeIt_end = nodeList->end(); |
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| 55 | // geometry list has still do be built |
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| 56 | GtpVisibility::GeometryList::iterator geometryIt, geometryIt_end; |
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| 57 | |
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| 58 | // to obtain the correct number of projected pixels, depth write must be disabled |
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| 59 | bool enableDepthWrite = false; |
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| 60 | |
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| 61 | // this option must be provided by the scene manager |
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| 62 | pfHierarchyInterface->GetSceneManager()->setOption("DepthWrite", &enableDepthWrite); |
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| 63 | |
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| 64 | /* relative visiblity: |
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| 65 | 1) get visible pixels count of objects |
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| 66 | 2) clear frame buffer |
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| 67 | 3) get projected visible pixels count: |
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| 68 | test all objects again without depth write (set as option in scene manager) |
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| 69 | 4) calculate ratio between visible vs. projected pixels |
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| 70 | */ |
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| 71 | // for relative visibility we need 2 rendering passes |
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| 72 | int n = relativeVisibility ? 2 : 1; |
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| 73 | |
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| 74 | for (int i=0; i<n; ++i) |
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| 75 | { |
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| 76 | //-- queries for hierarchy nodes |
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| 77 | for (nodeIt = nodeList->begin(); nodeIt != nodeIt_end; ++nodeIt) |
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| 78 | { |
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| 79 | // TODO: DELETE QUERIES FROM PREVIOUS RENDER |
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| 80 | queryList[i].push_back(mHierarchyInterface->IssueOcclusionQuery(*nodeIt, false)); |
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| 81 | |
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| 82 | // store geometry of the hierarchy node in a geometry list (only once!) |
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| 83 | if (i == 0) |
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| 84 | { |
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[155] | 85 | mHierarchyInterface->GetNodeGeometryList(*nodeIt, &geometryList, false); |
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[154] | 86 | } |
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| 87 | } |
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| 88 | |
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| 89 | geometryIt_end = geometryList.end(); |
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| 90 | |
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| 91 | //-- add queries for geometry |
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| 92 | for (geometryIt = geometryList.begin(); geometryIt != geometryIt_end; ++geometryIt) |
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| 93 | { |
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| 94 | queryList[i].push_back(mHierarchyInterface->IssueOcclusionQuery(*geometryIt)); |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | pfHierarchyInterface->GetRenderSystem()->clearFrameBuffer(FBT_DEPTH); |
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| 99 | } |
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| 100 | |
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| 101 | enableDepthWrite = true; |
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| 102 | // this option must be provided by the scene manager |
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| 103 | pfHierarchyInterface->GetSceneManager()->setOption("DepthWrite", &enableDepthWrite); |
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| 104 | // reset old overlay status |
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| 105 | mViewport->setOverlaysEnabled(overlayEnabled); |
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| 106 | |
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[155] | 107 | // ---- collect results |
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[154] | 108 | GtpVisibility::QueryList::iterator visQueryIt, projQueryIt; |
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| 109 | |
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| 110 | visQueryIt = queryList[0].begin(); |
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| 111 | projQueryIt = queryList[1].begin(); |
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| 112 | |
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| 113 | |
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| 114 | for (nodeIt = nodeList->begin(); nodeIt != nodeIt_end; ++nodeIt) |
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| 115 | { |
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| 116 | unsigned int visiblePixels = 0; |
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| 117 | (*visQueryIt)->GetQueryResult(visiblePixels, true); |
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| 118 | |
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| 119 | unsigned int projectedPixels = 0; |
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| 120 | |
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| 121 | if (relativeVisibility) |
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| 122 | { |
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| 123 | (*projQueryIt)->GetQueryResult(projectedPixels, true); |
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| 124 | |
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| 125 | ++projQueryIt; |
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| 126 | } |
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| 127 | |
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| 128 | ++visQueryIt; |
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| 129 | |
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| 130 | // node with visibilty 0 in queue (e.g., if node is intersected by near plane) |
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| 131 | if (visiblePixels > 0) |
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| 132 | { |
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| 133 | visibleNodes->push_back(GtpVisibility::NodeInfo(*nodeIt, visiblePixels, projectedPixels)); |
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| 134 | } |
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| 135 | }
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| 136 |
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[155] | 137 | // ---- queries for geometry
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[154] | 138 | geometryIt_end = geometryList.end(); |
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| 139 | |
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| 140 | for (geometryIt = geometryList.begin(); geometryIt != geometryIt_end; ++geometryIt) |
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| 141 | { |
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| 142 | unsigned int visiblePixels = 0; |
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| 143 | (*visQueryIt)->GetQueryResult(visiblePixels, true); |
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| 144 | |
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| 145 | unsigned int projectedPixels = 0; |
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| 146 | |
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| 147 | if (relativeVisibility) |
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| 148 | { |
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| 149 | (*projQueryIt)->GetQueryResult(projectedPixels, true); |
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| 150 | |
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| 151 | ++projQueryIt; |
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| 152 | } |
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| 153 | |
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| 154 | ++visQueryIt; |
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| 155 | |
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[155] | 156 | // WARNING: approximate depth ordering during rendering => |
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[154] | 157 | // geometry maybe occluded |
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| 158 | if (visiblePixels > 0) |
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| 159 | {
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| 160 | visibleGeometry->push_back(GtpVisibility::MeshInfo(*geometryIt, visiblePixels, |
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| 161 | projectedPixels)); |
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| 162 | } |
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| 163 | }
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| 164 |
|
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| 165 | } |
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| 166 | //----------------------------------------------------------------------- |
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| 167 | inline bool nodeinfo_eq(const GtpVisibility::NodeInfo &info1, const GtpVisibility::NodeInfo &info2) |
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| 168 | { |
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| 169 | return info1.GetNode() == info2.GetNode(); |
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| 170 | } |
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| 171 | //----------------------------------------------------------------------- |
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| 172 | inline bool meshinfo_eq(const GtpVisibility::MeshInfo &info1, const GtpVisibility::MeshInfo &info2) |
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| 173 | { |
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| 174 | return info1.GetMesh() == info2.GetMesh(); |
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| 175 | } |
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| 176 | //----------------------------------------------------------------------- |
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| 177 | inline bool nodeinfo_lower(const GtpVisibility::NodeInfo &info1, const GtpVisibility::NodeInfo &info2) |
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| 178 | { |
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| 179 | return info1.GetNode() < info2.GetNode(); |
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| 180 | } |
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| 181 | //----------------------------------------------------------------------- |
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| 182 | inline bool meshinfo_lower(const GtpVisibility::MeshInfo &info1, const GtpVisibility::MeshInfo &info2) |
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| 183 | { |
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| 184 | return info1.GetMesh() < info2.GetMesh(); |
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| 185 | } |
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| 186 | //----------------------------------------------------------------------- |
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| 187 | void OcclusionQueriesQueryManager::ComputeFromPointVisibility(const Vector3 &point, |
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| 188 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes, |
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| 189 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry, |
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| 190 | bool relativeVisibility) |
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| 191 | { |
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| 192 | PlatformQueryManager::ComputeFromPointVisibility(point, visibleNodes, visibleGeometry, relativeVisibility); |
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| 193 | |
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| 194 | // --- remove duplicates (duplicates occur if an object is on the edge of the viewport) |
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| 195 | |
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| 196 | // before duplicates can be deleted we have to add up their visibility |
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| 197 | |
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| 198 | // --- visible nodes |
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| 199 | sort(visibleNodes->begin(), visibleNodes->end(), nodeinfo_lower); |
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| 200 | InfoContainer<GtpVisibility::NodeInfo>::iterator visibleNodesIt, |
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| 201 | visibleNodesIt_end = visibleNodes->end(); |
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| 202 | |
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| 203 | GtpVisibility::NodeInfo *nodeInfo = NULL; |
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| 204 | |
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| 205 | for (visibleNodesIt = visibleNodes->begin(); visibleNodesIt != visibleNodesIt_end; |
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| 206 | ++visibleNodesIt) |
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| 207 | { |
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| 208 | if (!nodeInfo || (nodeInfo->GetNode() != (*visibleNodesIt).GetNode())) |
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| 209 | { |
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| 210 | nodeInfo = &(*visibleNodesIt); |
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| 211 | } |
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| 212 | else // add visibility |
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| 213 | { |
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| 214 | nodeInfo->AddVisibility(*visibleNodesIt); |
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| 215 | } |
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| 216 | |
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| 217 | } |
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| 218 | |
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| 219 | // physically delete duplicates |
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| 220 | visibleNodes->erase( std::unique(visibleNodes->begin(), |
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| 221 | visibleNodes->end(), nodeinfo_eq), visibleNodes->end()); |
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| 222 | |
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| 223 | // --- visible geometry |
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| 224 | sort(visibleGeometry->begin(), visibleGeometry->end(), meshinfo_lower); |
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| 225 | InfoContainer<GtpVisibility::MeshInfo>::iterator visibleGeomIt, |
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| 226 | visibleGeomIt_end = visibleGeometry->end(); |
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| 227 | |
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| 228 | GtpVisibility::MeshInfo *geomInfo = NULL; |
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| 229 | |
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| 230 | int i=0; |
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| 231 | for (visibleGeomIt = visibleGeometry->begin(); visibleGeomIt != visibleGeomIt_end; |
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| 232 | ++visibleGeomIt) |
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| 233 | { |
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| 234 | if (!geomInfo || (geomInfo->GetMesh() != (*visibleGeomIt).GetMesh())) |
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| 235 | { |
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| 236 | geomInfo = &(*visibleGeomIt); |
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| 237 | } |
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| 238 | else // info points to same mesh, just add visibility |
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| 239 | { |
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| 240 | geomInfo->AddVisibility(*visibleGeomIt); |
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| 241 | } |
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| 242 | } |
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| 243 | |
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| 244 | // physically delete duplicates |
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| 245 | visibleGeometry->erase(std::unique(visibleGeometry->begin(), visibleGeometry->end(), |
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| 246 | meshinfo_eq), visibleGeometry->end()); |
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| 247 | } |
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| 248 | |
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| 249 | } // namespace Ogre |
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