source: trunk/VUT/Ogre/src/OgrePlatformHierarchyInterface.cpp @ 159

Revision 159, 9.1 KB checked in by mattausch, 19 years ago (diff)

added flags for switching on/off transparents for item buffer and vertex programs for depth pass / item buffer

Line 
1#include <OgreCamera.h>
2#include <OgreLogManager.h>
3#include <OgreSubEntity.h>
4#include <OgreEntity.h>
5#include <OgreMovableObject.h>
6#include "OgreSolidBoundingBox.h"
7#include "OgrePlatformHierarchyInterface.h"
8#include "OgrePlatformOcclusionQuery.h"
9
10namespace Ogre {
11
12//-----------------------------------------------------------------------
13PlatformHierarchyInterface::PlatformHierarchyInterface(SceneManager *sm, RenderSystem *rsys):
14mSceneManager(sm), mRenderSystem(rsys), mSolidBoundingBox(NULL), mCamera(NULL),
15mCullCamera(NULL), mOnlyShadowCasters(false), mLeavePassesInQueue(0),
16mIsBoundingBoxQuery(false)
17{
18}
19//-----------------------------------------------------------------------
20void PlatformHierarchyInterface::CreateNodeVizMaterials()
21{
22        // material for frustum culled nodes
23        MaterialPtr mat = MaterialManager::getSingleton().getByName("FrustumCulledNodesMaterial");
24       
25        if (mat.isNull())
26        {
27                mat = MaterialManager::getSingleton().create("FrustumCulledNodesMaterial",
28                        ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
29                mat->createTechnique()->createPass();
30               
31                mat->getTechnique(0)->getPass(0)->setAmbient(1, 0, 0);
32                mat->getTechnique(0)->getPass(0)->setLightingEnabled(true);
33                //mat->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
34                mat->load();
35        }
36
37        // material for query culled nodes
38        mat = MaterialManager::getSingleton().getByName("QueryCulledNodesMaterial");
39
40        if (mat.isNull())
41        {
42                mat = MaterialManager::getSingleton().create("QueryCulledNodesMaterial",
43                        ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
44                mat->createTechnique()->createPass();
45               
46                mat->getTechnique(0)->getPass(0)->setAmbient(0, 0, 1);
47                mat->getTechnique(0)->getPass(0)->setLightingEnabled(true);
48                mat->load();
49        }
50
51        // material for scene nodes
52        /*mat = MaterialManager::getSingleton().getByName("SceneNodesMaterial");
53
54        if (mat.isNull())
55        {
56                mat = MaterialManager::getSingleton().create("SceneNodesMaterial",
57                        ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
58                mat->createTechnique()->createPass();
59               
60                mat->getTechnique(0)->getPass(0)->setAmbient(1, 1, 0);
61                mat->getTechnique(0)->getPass(0)->setLightingEnabled(true);
62                mat->load();
63        }*/
64}
65//-----------------------------------------------------------------------
66PlatformHierarchyInterface::~PlatformHierarchyInterface()
67{
68        DeleteQueries();
69
70        if (mSolidBoundingBox)
71                delete mSolidBoundingBox;
72}
73//-----------------------------------------------------------------------
74void PlatformHierarchyInterface::DeleteQueries()
75{
76        for (int i=0; i < (int)mOcclusionQueries.size(); ++i)
77                delete mOcclusionQueries[i];
78
79        mOcclusionQueries.clear();
80}
81//-----------------------------------------------------------------------
82void PlatformHierarchyInterface::RenderBoundingBox(AxisAlignedBox *box)
83{
84        static RenderOperation ro;
85
86        SolidBoundingBox *solidBox = GetSolidBoundingBox();
87       
88        mRenderSystem->_setWorldMatrix(Ogre::Matrix4::IDENTITY);
89        mSceneManager->useRenderableViewProjMode(solidBox);
90       
91        // set no depth write, no color, no lighting material
92        mSceneManager->setPass(solidBox->getTechnique()->getPass(0));
93        //SetOcclusionPass();
94
95        solidBox->SetupBoundingBoxVertices(*box);
96                               
97        solidBox->getRenderOperation(ro);
98        ro.srcRenderable = solidBox;
99        mRenderSystem->_render(ro);
100
101        // Render two halfes of the bounding box (using triangle fans)
102        /*for(int halfIdx = 0; halfIdx < 2; ++halfIdx)
103        {
104                solidBox->SetupBoundingBoxVertices(*box, halfIdx == 1);
105                               
106                solidBox->getRenderOperation(ro);
107                ro.srcRenderable = solidBox;
108                mRenderSystem->_render(ro);
109        }*/
110}
111//-----------------------------------------------------------------------
112void PlatformHierarchyInterface::SetCamera(Ogre::Camera *cam)
113{
114        mCamera = cam;
115}
116//-----------------------------------------------------------------------
117void PlatformHierarchyInterface::SetCullCamera(Ogre::Camera *cullCam)
118{
119        mCullCamera = cullCam;
120}
121//-----------------------------------------------------------------------
122GtpVisibility::OcclusionQuery *PlatformHierarchyInterface::GetNextOcclusionQuery()
123{
124        if (mCurrentTestIdx == mOcclusionQueries.size())
125        {
126                mOcclusionQueries.push_back(new PlatformOcclusionQuery(mRenderSystem));
127        }
128       
129        return mOcclusionQueries[mCurrentTestIdx ++];
130}
131//-----------------------------------------------------------------------
132void PlatformHierarchyInterface::InitTraversal(Camera *cam, Camera *cullCam,
133                                                                                           int leavePassesInQueue)
134{
135        GtpVisibility::HierarchyInterface::InitTraversal();
136       
137        mSavedNode = NULL;
138        mLeavePassesInQueue = leavePassesInQueue;
139
140        mCamera = cam;
141        mCullCamera = cullCam ? cullCam : cam;
142
143        // create materials for node visualization
144        CreateNodeVizMaterials();
145}
146//-----------------------------------------------------------------------
147void PlatformHierarchyInterface::SetSceneManager(SceneManager *sm)
148{
149        mSceneManager = sm;
150}
151//-----------------------------------------------------------------------
152void PlatformHierarchyInterface::SetRenderSystem(RenderSystem *rsys)
153{
154        mRenderSystem = rsys;
155}
156//-----------------------------------------------------------------------
157bool PlatformHierarchyInterface::CheckFrustumVisible(GtpVisibility::HierarchyNode *node,
158                                                                                                         bool &intersects)
159{
160#ifdef GTP_VISIBILITY_MODIFIED_OGRE
161        return mCullCamera->isVisible(*GetBoundingBox(node), intersects);
162#else
163        return true;
164#endif
165}
166//-----------------------------------------------------------------------
167GtpVisibility::OcclusionQuery *PlatformHierarchyInterface::IssueOcclusionQuery(
168        GtpVisibility::HierarchyNode *node, const bool wasVisible)
169{
170        // get next available test id
171        GtpVisibility::OcclusionQuery *query = GetNextOcclusionQuery();
172
173        //-- the actual query test
174        query->BeginQuery();
175       
176        // if node is leaf and was visible => will be rendered anyway.
177        // In this case we can also test with the real geometry.
178        // If camera for culling is different from camera for rendering or only solids
179        // will be rendereded => cannot optimize
180        if (mTestGeometryForVisibleLeaves && (mCamera == mCullCamera) && wasVisible && IsLeaf(node))
181        {
182                //LogManager::getSingleton().logMessage("render node\n");
183                RenderNode(node);
184        }
185        else
186        {
187                // this information is used e.g., by the scene graph, because the bounding box
188                // must be treated differently to the scene geometry during rendering
189                mIsBoundingBoxQuery = true;
190
191                //LogManager::getSingleton().logMessage("render box\n");
192                RenderBoundingBox(GetBoundingBox(node));
193
194                mIsBoundingBoxQuery = false;
195        }
196
197        query->EndQuery();
198       
199        return query;
200}
201//-----------------------------------------------------------------------
202GtpVisibility::OcclusionQuery *PlatformHierarchyInterface::IssueOcclusionQuery(
203        GtpVisibility::Mesh *mesh)
204{
205        // get next available test id
206        GtpVisibility::OcclusionQuery *query = GetNextOcclusionQuery();
207
208        //-- the actual query test
209        query->BeginQuery();
210       
211        RenderGeometry(mesh);
212
213        query->EndQuery();
214
215        return query;
216}
217//-----------------------------------------------------------------------
218/*void PlatformHierarchyInterface::SetOcclusionPass()
219{
220    // disable vertex and fragment program
221        mRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
222        mRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
223       
224        // disable lighting
225        mRenderSystem->setLightingEnabled(false);
226
227    // Disable remaining texture units
228    mRenderSystem->_disableTextureUnitsFrom(0);
229
230    //--Set up non-texture related material settings
231   
232        // Depth buffer settings
233        mRenderSystem->_setDepthBufferParams(true, false, CMPF_LESS_EQUAL);
234        // Set colour write mode off
235        mRenderSystem->_setColourBufferWriteEnabled(false, false, false, false);
236}*/
237//-----------------------------------------------------------------------
238SolidBoundingBox *PlatformHierarchyInterface::GetSolidBoundingBox()
239{
240        if (!mSolidBoundingBox)
241                mSolidBoundingBox = new SolidBoundingBox;
242
243        return mSolidBoundingBox;
244}
245//-----------------------------------------------------------------------
246void PlatformHierarchyInterface::SetOnlyShadowCasters(bool onlyShadowCasters)
247{
248        mOnlyShadowCasters = onlyShadowCasters;
249}
250//-----------------------------------------------------------------------
251bool PlatformHierarchyInterface::GetOnlyShadowCasters()
252{
253        return mOnlyShadowCasters;
254}
255//-----------------------------------------------------------------------
256bool PlatformHierarchyInterface::GetTestGeometryForVisibleLeaves()
257{
258        return mTestGeometryForVisibleLeaves;
259}
260//-----------------------------------------------------------------------
261bool PlatformHierarchyInterface::IsBoundingBoxQuery()
262{
263        return mIsBoundingBoxQuery;
264}
265//-----------------------------------------------------------------------
266void PlatformHierarchyInterface::RenderGeometry(GtpVisibility::Mesh *geom)
267{
268        mSceneManager->_renderMovableObject(geom, mLeavePassesInQueue);
269}
270//-----------------------------------------------------------------------
271SceneManager *PlatformHierarchyInterface::GetSceneManager()
272{
273        return mSceneManager;
274}
275//-----------------------------------------------------------------------
276RenderSystem *PlatformHierarchyInterface::GetRenderSystem()
277{
278        return mRenderSystem;
279}
280} // namespace Ogre
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