1 | #include "OgrePlatformQueryManager.h" |
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2 | #include "OcclusionQuery.h" |
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3 | #include <OgreSceneManager.h> |
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4 | #include <OgreLogManager.h> |
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5 | #include <OgreStringConverter.h> |
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6 | #include <vector> |
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7 | |
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8 | |
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9 | namespace Ogre { |
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10 | //----------------------------------------------------------------------- |
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11 | PlatformQueryManager::PlatformQueryManager(PlatformHierarchyInterface *hierarchyInterface, Viewport *vp): |
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12 | QueryManager(hierarchyInterface), mViewport(vp) |
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13 | { |
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14 | } |
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15 | //----------------------------------------------------------------------- |
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16 | bool PlatformQueryManager::ShootRay(const Ray &ray, std::vector<Mesh *> *visibleMeshes, bool isGlobalLine) |
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17 | { |
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18 | // run OGRE ray shooting query |
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19 | return false; |
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20 | } |
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21 | //----------------------------------------------------------------------- |
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22 | void PlatformQueryManager::ComputeCameraVisibility(const Camera &camera, |
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23 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes, |
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24 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry, |
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25 | bool relativeVisibility) |
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26 | { |
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27 | // we need access to the scene manager and the rendersystem |
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28 | PlatformHierarchyInterface *pfHierarchyInterface = |
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29 | dynamic_cast<PlatformHierarchyInterface *>(mHierarchyInterface); |
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30 | |
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31 | //-- Render scene to get conservative visibility and fill depth buffer |
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32 | |
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33 | // can do const_cast because Camera no changed in renderScene |
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34 | Camera *pCam = const_cast<Camera *>(&camera); |
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35 | |
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36 | bool overlayEnabled = mViewport->getOverlaysEnabled(); |
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37 | mViewport->setOverlaysEnabled(false); |
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38 | pfHierarchyInterface->GetSceneManager()->_renderScene(pCam, mViewport, false); |
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39 | |
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40 | /* |
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41 | Two query lists: |
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42 | We test two to get exact visibility with regard to the current camera and |
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43 | issue all queries at once to avoid starvation & stalls. |
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44 | */ |
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45 | GtpVisibility::QueryList queryList[2]; |
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46 | |
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47 | // get rendered hierarchy nodes |
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48 | GtpVisibility::HierarchyNodeList *nodeList = mHierarchyInterface->GetRenderedNodes(); |
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49 | // vector for storing entities of meshes |
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50 | GtpVisibility::GeometryList geometryList; |
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51 | |
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52 | GtpVisibility::HierarchyNodeList::iterator nodeIt, nodeIt_end = nodeList->end(); |
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53 | // geometry list has still do be built |
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54 | GtpVisibility::GeometryList::iterator geometryIt, geometryIt_end; |
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55 | |
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56 | // to obtain the correct number of projected pixels, depth write must be disabled |
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57 | bool enableDepthWrite = false; |
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58 | |
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59 | // this option must be provided by the scene manager |
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60 | pfHierarchyInterface->GetSceneManager()->setOption("DepthWrite", &enableDepthWrite); |
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61 | |
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62 | /* relative visiblity: |
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63 | 1) get visible pixels count of objects |
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64 | 2) clear frame buffer |
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65 | 3) get projected visible pixels count: |
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66 | test all objects again without depth write (set as option in scene manager) |
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67 | 4) calculate ratio between visible vs. projected pixels |
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68 | */ |
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69 | // for relative visibility we need 2 rendering passes |
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70 | int n = relativeVisibility ? 2 : 1; |
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71 | |
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72 | for (int i=0; i<n; ++i) |
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73 | { |
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74 | //-- queries for hierarchy nodes |
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75 | for (nodeIt = nodeList->begin(); nodeIt != nodeIt_end; ++nodeIt) |
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76 | { |
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77 | // TODO: DELETE QUERIES FROM PREVIOUS RENDER |
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78 | queryList[i].push_back(mHierarchyInterface->IssueOcclusionQuery(*nodeIt, false)); |
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79 | |
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80 | // store geometry of the hierarchy node in a geometry list (only once!) |
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81 | if (i == 0) |
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82 | { |
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83 | mHierarchyInterface->GetGeometry(*nodeIt, &geometryList, false); |
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84 | } |
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85 | } |
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86 | |
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87 | geometryIt_end = geometryList.end(); |
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88 | |
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89 | //-- add queries for geometry |
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90 | for (geometryIt = geometryList.begin(); geometryIt != geometryIt_end; ++geometryIt) |
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91 | { |
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92 | queryList[i].push_back(mHierarchyInterface->IssueOcclusionQuery(*geometryIt)); |
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93 | } |
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94 | |
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95 | |
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96 | pfHierarchyInterface->GetRenderSystem()->clearFrameBuffer(FBT_DEPTH); |
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97 | } |
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98 | |
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99 | enableDepthWrite = true; |
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100 | // this option must be provided by the scene manager |
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101 | pfHierarchyInterface->GetSceneManager()->setOption("DepthWrite", &enableDepthWrite); |
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102 | |
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103 | mViewport->setOverlaysEnabled(overlayEnabled); |
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104 | |
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105 | //---- collect results |
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106 | unsigned int visiblePixels = 0; |
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107 | std::pair<InfoContainer<GtpVisibility::NodeInfo>::iterator, bool> insertNode; |
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108 | std::pair<InfoContainer<GtpVisibility::MeshInfo>::iterator, bool> insertGeom; |
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109 | |
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110 | GtpVisibility::QueryList::iterator visQueryIt, projQueryIt; |
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111 | |
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112 | visQueryIt = queryList[0].begin(); |
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113 | projQueryIt = queryList[1].begin(); |
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114 | |
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115 | |
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116 | for (nodeIt = nodeList->begin(); nodeIt != nodeIt_end; ++nodeIt) |
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117 | { |
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118 | (*visQueryIt)->GetQueryResult(visiblePixels, true); |
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119 | |
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120 | float vis = (float)visiblePixels; |
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121 | bool isVisible = visiblePixels > 0; |
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122 | |
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123 | if (relativeVisibility) |
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124 | { |
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125 | (*projQueryIt)->GetQueryResult(visiblePixels, true); |
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126 | |
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127 | if (visiblePixels > 0) |
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128 | { |
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129 | vis /= (float) visiblePixels; |
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130 | } |
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131 | ++projQueryIt; |
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132 | } |
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133 | |
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134 | ++visQueryIt; |
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135 | |
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136 | // nodes with visibilty 0 in queue: |
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137 | // happens if node is intersected by near plane |
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138 | if (isVisible) |
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139 | { |
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140 | insertNode = visibleNodes->insert(GtpVisibility::NodeInfo(*nodeIt, vis)); |
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141 | |
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142 | if (!insertNode.second) // element already in list |
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143 | { |
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144 | //LogManager::getSingleton().logMessage("element already in list"); |
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145 | (*insertNode.first).SetVisibility((*insertNode.first).GetVisibility() + vis); |
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146 | |
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147 | if (relativeVisibility) // relative visibility between zero and one |
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148 | { |
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149 | (*insertNode.first).SetVisibility((*insertNode.first).GetVisibility() * 0.5); |
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150 | } |
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151 | } |
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152 | } |
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153 | }
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154 |
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155 | //---- queries for geometry
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156 | geometryIt_end = geometryList.end(); |
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157 | |
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158 | for (geometryIt = geometryList.begin(); geometryIt != geometryIt_end; ++geometryIt) |
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159 | { |
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160 | (*visQueryIt)->GetQueryResult(visiblePixels, true); |
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161 | |
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162 | |
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163 | float vis = (float)visiblePixels; |
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164 | bool isVisible = visiblePixels > 0; |
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165 | |
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166 | if (relativeVisibility) |
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167 | { |
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168 | (*projQueryIt)->GetQueryResult(visiblePixels, true); |
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169 | |
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170 | if (visiblePixels) |
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171 | { |
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172 | vis /= (float) visiblePixels; |
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173 | } |
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174 | ++projQueryIt; |
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175 | } |
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176 | |
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177 | ++visQueryIt; |
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178 | |
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179 | // approximate depth ordering during rendering => |
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180 | // geometry maybe occluded |
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181 | if (isVisible) |
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182 | {
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183 | insertGeom = visibleGeometry->insert(GtpVisibility::MeshInfo(*geometryIt, vis)); |
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184 | if (!insertGeom.second) // element already in list |
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185 | { |
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186 | //LogManager::getSingleton().logMessage("element already in list"); |
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187 | (*insertGeom.first).SetVisibility((*insertGeom.first).GetVisibility() + vis); |
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188 | |
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189 | if (relativeVisibility) // relative visibility between zero and one |
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190 | { |
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191 | (*insertGeom.first).SetVisibility((*insertGeom.first).GetVisibility() * 0.5); |
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192 | } |
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193 | } |
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194 | } |
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195 | }
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196 |
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197 | } |
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198 | //----------------------------------------------------------------------- |
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199 | void PlatformQueryManager::ComputeFromPointVisibility(const Vector3 &point, |
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200 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes, |
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201 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry, |
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202 | bool relativeVisibility) |
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203 | { |
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204 | SceneManager *sm = dynamic_cast<PlatformHierarchyInterface *>(mHierarchyInterface)->GetSceneManager(); |
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205 | Camera *cam = sm->createCamera("PointQueryCam"); |
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206 | |
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207 | //save old camera |
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208 | Camera *savedCam = mViewport->getCamera(); |
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209 | |
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210 | // --- initialise new camera |
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211 | mViewport->setCamera(cam); |
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212 | cam->setPosition(point); |
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213 | |
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214 | cam->setNearClipDistance(savedCam->getNearClipDistance()); |
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215 | cam->setFarClipDistance(savedCam->getFarClipDistance()); |
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216 | |
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217 | // set frustum to 45 degrees so all the scene can be captured with 6 shots |
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218 | cam->setAspectRatio(1.0); |
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219 | cam->setFOVy(Radian(Math::HALF_PI)); |
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220 | |
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221 | std::stringstream d; |
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222 | d << "old camera: " + StringConverter::toString(savedCam->getDerivedPosition()) +
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223 | " " + "O: " + StringConverter::toString(savedCam->getDerivedOrientation()); |
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224 | LogManager::getSingleton().logMessage(d.str()); |
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225 | |
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226 | int sign = -1; |
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227 | |
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228 | // ---- capture visibility from all 6 directions |
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229 | for (int i=0; i < 6; i++) |
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230 | { |
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231 | sign *= -1; |
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232 | |
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233 | // Print camera details
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234 | std::stringstream d; |
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235 | d << "Point query camera: " + StringConverter::toString(cam->getDerivedPosition()) +
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236 | " " + "O: " + StringConverter::toString(cam->getDerivedOrientation()); |
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237 | LogManager::getSingleton().logMessage(d.str()); |
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238 | |
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239 | ComputeCameraVisibility(*cam, visibleNodes, visibleGeometry, relativeVisibility); |
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240 | |
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241 | //mViewport->getTarget()->update(); for(int j=0; j<10000000; j++) printf("HAAHHAHAHAHAH"); |
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242 | |
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243 | // permute directions |
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244 | Vector3 dir(0,0,0); |
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245 | dir[i/2] = sign; |
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246 | |
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247 | cam->setDirection(dir); |
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248 | } |
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249 | |
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250 | |
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251 | // reset camera |
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252 | mViewport->setCamera(savedCam); |
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253 | } |
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254 | //----------------------------------------------------------------------- |
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255 | void PlatformQueryManager::SetViewport(Viewport *vp) |
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256 | { |
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257 | mViewport = vp; |
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258 | } |
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259 | } // namespace Ogre |
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