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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85 | mHierarchyInterface->GetNodeGeometryList(*nodeIt, &geometryList, false); |
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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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107 | // ---- collect results |
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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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137 | // ---- queries for geometry
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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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156 | // WARNING: approximate depth ordering during rendering => |
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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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