[59] | 1 | #include "OgreVisibilityOctreeSceneManager.h"
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[74] | 2 | #include "OgreVisibilityOptionsManager.h"
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[59] | 3 | #include <OgreMath.h>
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| 4 | #include <OgreIteratorWrappers.h>
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| 5 | #include <OgreRenderSystem.h>
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| 6 | #include <OgreCamera.h>
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[92] | 7 | #include <OgreLogManager.h>
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[118] | 8 | #include <OgreStringConverter.h>
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[159] | 9 | #include <OgreEntity.h>
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| 10 | #include <OgreSubEntity.h>
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[59] | 11 |
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[118] | 12 |
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[59] | 13 | namespace Ogre {
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| 14 |
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| 15 | //-----------------------------------------------------------------------
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| 16 | VisibilityOctreeSceneManager::VisibilityOctreeSceneManager(
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[87] | 17 | GtpVisibility::VisibilityManager *visManager)
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[112] | 18 | :
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| 19 | mVisibilityManager(visManager),
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| 20 | mShowVisualization(false),
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| 21 | mRenderNodesForViz(false),
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[118] | 22 | mRenderNodesContentForViz(false),
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[114] | 23 | mVisualizeCulledNodes(false),
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[159] | 24 | mLeavePassesInQueue(0),
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[120] | 25 | mDelayRenderTransparents(true),
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[159] | 26 | mUseDepthPass(false),
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| 27 | mRenderDepthPass(false),
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| 28 | mUseItemBuffer(false),
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| 29 | //mUseItemBuffer(true),
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| 30 | mRenderItemBuffer(false),
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| 31 | mCurrentEntityId(1),
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| 32 | mEnableDepthWrite(true),
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| 33 | mSkipTransparents(false),
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[187] | 34 | mRenderTransparentsForItemBuffer(true),
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| 35 | mExecuteVertexProgramForAllPasses(true),
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| 36 | mIsHierarchicalCulling(false)
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[59] | 37 | {
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[120] | 38 | mHierarchyInterface = new OctreeHierarchyInterface(this, mDestRenderSystem);
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[94] | 39 |
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[59] | 40 | //mDisplayNodes = true;
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[86] | 41 | //mShowBoundingBoxes = true;
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| 42 | //mShowBoxes = true;
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[87] | 43 |
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[159] | 44 | // TODO: set maxdepth to reasonable value
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[96] | 45 | mMaxDepth = 50;
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[59] | 46 | }
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| 47 | //-----------------------------------------------------------------------
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[119] | 48 | void VisibilityOctreeSceneManager::InitDepthPass()
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[115] | 49 | {
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| 50 | MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass");
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| 51 |
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| 52 | if (depthMat.isNull())
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| 53 | {
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| 54 | depthMat = MaterialManager::getSingleton().create(
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| 55 | "Visibility/DepthPass",
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| 56 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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| 57 |
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[118] | 58 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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[115] | 59 | mDepthPass->setColourWriteEnabled(false);
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| 60 | mDepthPass->setDepthWriteEnabled(true);
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| 61 | mDepthPass->setLightingEnabled(false);
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| 62 | }
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| 63 | else
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| 64 | {
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| 65 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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| 66 | }
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| 67 | }
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| 68 | //-----------------------------------------------------------------------
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[59] | 69 | VisibilityOctreeSceneManager::~VisibilityOctreeSceneManager()
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| 70 | {
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[192] | 71 | OGRE_DELETE(mHierarchyInterface);
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[59] | 72 | }
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| 73 | //-----------------------------------------------------------------------
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[159] | 74 | void VisibilityOctreeSceneManager::InitItemBufferPass()
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[59] | 75 | {
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[159] | 76 | MaterialPtr itemBufferMat = MaterialManager::getSingleton().
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| 77 | getByName("Visibility/ItemBufferPass");
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[120] | 78 |
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[159] | 79 | if (itemBufferMat.isNull())
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[120] | 80 | {
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[159] | 81 | // Init
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| 82 | itemBufferMat = MaterialManager::getSingleton().create("Visibility/ItemBufferPass",
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| 83 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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[120] | 84 |
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[159] | 85 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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| 86 | mItemBufferPass->setColourWriteEnabled(true);
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| 87 | mItemBufferPass->setDepthWriteEnabled(true);
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| 88 | mItemBufferPass->setLightingEnabled(true);
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| 89 | //mItemBufferPass->setLightingEnabled(false);
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| 90 | }
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| 91 | else
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| 92 | {
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| 93 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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| 94 | }
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| 95 | //mItemBufferPass->setAmbient(1, 1, 0);
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[118] | 96 | }
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| 97 | //-----------------------------------------------------------------------
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[139] | 98 | void VisibilityOctreeSceneManager::PrepareVisualization(Camera *cam)
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[118] | 99 | {
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| 100 | // add player camera for visualization purpose
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[139] | 101 | try
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| 102 | {
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[118] | 103 | Camera *c;
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| 104 | if ((c = getCamera("PlayerCam")) != NULL)
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| 105 | {
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| 106 | getRenderQueue()->addRenderable(c);
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| 107 | }
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| 108 | }
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| 109 | catch(...)
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| 110 | {
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| 111 | // ignore
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| 112 | }
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| 113 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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| 114 | {
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| 115 | getRenderQueue()->addRenderable(*it);
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| 116 | }
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| 117 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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| 118 | {
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| 119 | // change node material so it is better suited for visualization
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| 120 | MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial");
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| 121 | nodeMat->setAmbient(1, 1, 0);
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| 122 | nodeMat->setLightingEnabled(true);
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| 123 | nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
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| 124 |
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| 125 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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[122] | 126 | {
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[118] | 127 | if (mRenderNodesForViz)
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| 128 | {
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[159] | 129 | if (((*it)->numAttachedObjects() > 0) && ((*it)->numChildren() == 0)
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| 130 | && (*it)->getAttachedObject(0)->getMovableType() == "Entity")
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| 131 | getRenderQueue()->addRenderable((*it));
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| 132 |
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[118] | 133 | // addbounding boxes instead of node itself
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| 134 | //(*it)->_addBoundingBoxToQueue(getRenderQueue());
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| 135 | }
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| 136 | if (mRenderNodesContentForViz)
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| 137 | {
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| 138 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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| 139 | }
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| 140 | }
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| 141 | }
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[159] | 142 | }
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| 143 | //-----------------------------------------------------------------------
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| 144 | Pass *VisibilityOctreeSceneManager::setPass(Pass* pass)
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| 145 | {
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| 146 | // set depth fill pass if we currently do not make an aabb occlusion query
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| 147 | Pass *usedPass = (mRenderDepthPass && !mHierarchyInterface->IsBoundingBoxQuery() ?
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| 148 | mDepthPass : pass);
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| 149 |
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| 150 | IlluminationRenderStage savedStage = mIlluminationStage;
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[103] | 151 |
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[159] | 152 | // set illumination stage to NONE so no shadow material is used
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| 153 | // for depth pass or for occlusion query
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| 154 | if (mRenderDepthPass || mHierarchyInterface->IsBoundingBoxQuery())
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| 155 | {
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| 156 | mIlluminationStage = IRS_NONE;
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| 157 | }
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| 158 |
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| 159 | //-- set vertex program of current pass in order to set correct depth
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| 160 | if (mRenderDepthPass && mExecuteVertexProgramForAllPasses && pass->hasVertexProgram())
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| 161 | {
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| 162 | // add vertex program of current pass to depth pass
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| 163 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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| 164 |
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| 165 | if (mDepthPass->hasVertexProgram())
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| 166 | {
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| 167 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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| 168 | // Load this program if not done already
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| 169 | if (!prg->isLoaded())
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| 170 | prg->load();
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| 171 | // Copy params
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| 172 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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| 173 | }
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| 174 | }
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| 175 | else if (mDepthPass->hasVertexProgram())
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| 176 | {
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| 177 | mDepthPass->setVertexProgram("");
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| 178 | }
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| 179 |
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| 180 | // store depth write flag to reset later
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| 181 | bool IsDepthWrite = usedPass->getDepthWriteEnabled();
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| 182 |
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| 183 | // global option which enables / disables depth writes
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| 184 | if (!mEnableDepthWrite)
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| 185 | {
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| 186 | usedPass->setDepthWriteEnabled(false);
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| 187 | }
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| 188 | //else if (mIsItemBufferPass) {usedPass = mItemBufferPass;}
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| 189 |
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| 190 | Pass *result = SceneManager::setPass(usedPass);
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| 191 |
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| 192 | // reset depth write
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| 193 | if (!mEnableDepthWrite)
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| 194 | {
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| 195 | usedPass->setDepthWriteEnabled(IsDepthWrite);
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| 196 | }
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| 197 |
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| 198 | // reset illumination stage
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| 199 | mIlluminationStage = savedStage;
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| 200 |
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| 201 | return result;
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[118] | 202 | }
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| 203 | //-----------------------------------------------------------------------
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| 204 | void VisibilityOctreeSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
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| 205 | {
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| 206 | //-- show visible scene nodes and octree bounding boxes from last frame
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| 207 | if (mShowVisualization)
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| 208 | {
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[139] | 209 | PrepareVisualization(cam);
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[118] | 210 | }
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| 211 | else
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[115] | 212 | {
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[159] | 213 | // for hierarchical culling, we interleave identification
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| 214 | // and rendering of objects in _renderVisibibleObjects
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[118] | 215 |
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[159] | 216 | // for the shadow pass we use only standard rendering
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| 217 | // because of low occlusion
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| 218 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 219 | mIlluminationStage == IRS_RENDER_TO_TEXTURE)
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| 220 | {
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| 221 | OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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| 222 | }
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[118] | 223 | // only shadow casters will be rendered in shadow texture pass
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[159] | 224 | // mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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[118] | 225 | }
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[159] | 226 |
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| 227 |
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| 228 | // -- delete lists stored for visualization
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| 229 | mVisible.clear();
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| 230 | mBoxes.clear();
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[118] | 231 | }
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| 232 | //-----------------------------------------------------------------------
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| 233 | void VisibilityOctreeSceneManager::_renderVisibleObjects()
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| 234 | {
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[175] | 235 | InitDepthPass(); // create material for depth pass
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| 236 | InitItemBufferPass(); // create material for item buffer pass
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| 237 |
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[159] | 238 | // save ambient light to reset later
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| 239 | ColourValue savedAmbient = mAmbientLight;
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| 240 |
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| 241 | //-- apply standard rendering for some modes (e.g., visualization, shadow pass)
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| 242 |
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| 243 | if (mShowVisualization ||
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| 244 | (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 245 | mIlluminationStage == IRS_RENDER_TO_TEXTURE))
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| 246 | {
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| 247 | IlluminationRenderStage savedStage = mIlluminationStage;
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[122] | 248 |
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[159] | 249 | if (mShowVisualization)
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| 250 | {
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| 251 | // disable illumination stage to prevent rendering shadows
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| 252 | mIlluminationStage = IRS_NONE;
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| 253 | }
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| 254 |
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| 255 | // standard rendering for shadow maps because of performance
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[115] | 256 | OctreeSceneManager::_renderVisibleObjects();
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[118] | 257 |
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[159] | 258 | mIlluminationStage = savedStage;
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| 259 | }
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| 260 | else //-- the hierarchical culling algorithm
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| 261 | {
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| 262 | // don't render backgrounds for item buffer
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| 263 | if (mUseItemBuffer)
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| 264 | {
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| 265 | clearSpecialCaseRenderQueues();
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| 266 | getRenderQueue()->clear();
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| 267 | }
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[87] | 268 |
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[159] | 269 | //-- hierarchical culling
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| 270 | // the objects of different layers (e.g., background, scene,
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| 271 | // overlay) must be identified and rendered one after another
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[118] | 272 |
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[159] | 273 | //-- render all early skies
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| 274 | clearSpecialCaseRenderQueues();
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| 275 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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| 276 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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| 277 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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[118] | 278 |
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[159] | 279 | OctreeSceneManager::_renderVisibleObjects();
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[115] | 280 |
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[59] | 281 |
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| 282 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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[159] | 283 | // delete previously rendered content
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| 284 | _deleteRenderedQueueGroups();
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[59] | 285 | #endif
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| 286 |
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[159] | 287 | //-- prepare queue for visible objects (i.e., all but overlay and skies late)
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| 288 | clearSpecialCaseRenderQueues();
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| 289 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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| 290 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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| 291 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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[115] | 292 |
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[59] | 293 |
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[159] | 294 | // set all necessary parameters for
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| 295 | // hierarchical visibility culling and rendering
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| 296 | InitVisibilityCulling(mCameraInProgress);
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[118] | 297 |
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[159] | 298 | /**
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| 299 | * the hierarchical culling algorithm
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| 300 | * for depth pass: we just find objects and update depth buffer
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| 301 | * for "delayed" rendering: we render some passes afterwards
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| 302 | * e.g., transparents, because they need front-to-back sorting
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| 303 | **/
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[115] | 304 |
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[159] | 305 | mVisibilityManager->ApplyVisibilityCulling();
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[115] | 306 |
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[159] | 307 | // delete remaining renderables from queue (all not in mLeavePassesInQueue)
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| 308 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 309 | _deleteRenderedQueueGroups(mLeavePassesInQueue);
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| 310 | #endif
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[59] | 311 |
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[159] | 312 | //-- reset parameters
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| 313 | mRenderDepthPass = false;
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| 314 | mRenderItemBuffer = false;
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| 315 | mSkipTransparents = false;
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[187] | 316 | mIsHierarchicalCulling = false;
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| 317 |
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[159] | 318 | mLeavePassesInQueue = 0;
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[92] | 319 |
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[159] | 320 | // add visible nodes found by the visibility culling algorithm
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| 321 | if (mUseDepthPass)
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[120] | 322 | {
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[159] | 323 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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| 324 | {
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| 325 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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| 326 | }
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[120] | 327 | }
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[114] | 328 |
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[159] | 329 | //-- we render all remaining queue objects
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| 330 | // used for depth pass, transparents, overlay
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| 331 | clearSpecialCaseRenderQueues();
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| 332 | OctreeSceneManager::_renderVisibleObjects();
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| 333 |
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| 334 | } // hierarchical culling
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| 335 |
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| 336 | // reset ambient light
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| 337 | setAmbientLight(savedAmbient);
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| 338 |
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| 339 | getRenderQueue()->clear(); // finally clear render queue
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[187] | 340 | OGRE_DELETE(mRenderQueue); // HACK: should be cleared before...
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[159] | 341 | //WriteLog(); // write out stats
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[59] | 342 | }
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[159] | 343 |
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[59] | 344 | //-----------------------------------------------------------------------
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| 345 | void VisibilityOctreeSceneManager::_updateSceneGraph(Camera* cam)
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| 346 | {
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| 347 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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| 348 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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| 349 |
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| 350 | OctreeSceneManager::_updateSceneGraph(cam);
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| 351 | }
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| 352 | //-----------------------------------------------------------------------
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| 353 | bool VisibilityOctreeSceneManager::setOption(const String & key, const void * val)
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| 354 | {
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[115] | 355 | if (key == "UseDepthPass")
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[87] | 356 | {
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[115] | 357 | mUseDepthPass = (*static_cast<const bool *>(val));
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[87] | 358 | return true;
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| 359 | }
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[139] | 360 | if (key == "PrepareVisualization")
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[100] | 361 | {
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| 362 | mShowVisualization = (*static_cast<const bool *>(val));
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| 363 | return true;
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| 364 | }
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[112] | 365 | if (key == "RenderNodesForViz")
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| 366 | {
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[114] | 367 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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[112] | 368 | return true;
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| 369 | }
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[118] | 370 | if (key == "RenderNodesContentForViz")
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| 371 | {
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| 372 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
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| 373 | return true;
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| 374 | }
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[112] | 375 | if (key == "SkyBoxEnabled")
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| 376 | {
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| 377 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
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| 378 | return true;
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| 379 | }
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| 380 | if (key == "SkyPlaneEnabled")
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| 381 | {
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| 382 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
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| 383 | return true;
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| 384 | }
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| 385 | if (key == "SkyDomeEnabled")
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| 386 | {
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| 387 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
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| 388 | return true;
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| 389 | }
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| 390 | if (key == "VisualizeCulledNodes")
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| 391 | {
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| 392 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
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| 393 | return true;
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| 394 | }
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[115] | 395 | if (key == "DelayRenderTransparents")
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| 396 | {
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| 397 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
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| 398 | return true;
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| 399 | }
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[159] | 400 |
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| 401 | if (key == "DepthWrite")
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| 402 | {
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| 403 | mEnableDepthWrite = (*static_cast<const bool *>(val));
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| 404 | return true;
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| 405 | }
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| 406 | if (key == "UseItemBuffer")
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| 407 | {
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| 408 | mUseItemBuffer = (*static_cast<const bool *>(val));
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| 409 | return true;
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| 410 | }
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| 411 | if (key == "ExecuteVertexProgramForAllPasses")
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| 412 | {
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| 413 | mExecuteVertexProgramForAllPasses = (*static_cast<const bool *>(val));
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| 414 | return true;
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| 415 | }
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| 416 | if (key == "RenderTransparentsForItemBuffer")
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| 417 | {
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| 418 | mRenderTransparentsForItemBuffer = (*static_cast<const bool *>(val));
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| 419 | return true;
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| 420 | }
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[187] | 421 | if (key == "NodeVizScale")
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| 422 | {
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| 423 | OctreeNode::setVizScale(*static_cast<const float *>(val));
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| 424 | return true;
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| 425 | }
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[74] | 426 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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| 427 | setOption(key, val) || OctreeSceneManager::setOption(key, val);
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[59] | 428 | }
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| 429 | //-----------------------------------------------------------------------
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| 430 | bool VisibilityOctreeSceneManager::getOption(const String & key, void *val)
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| 431 | {
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[74] | 432 | if (key == "NumHierarchyNodes")
|
---|
| 433 | {
|
---|
| 434 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctreeNodes;
|
---|
| 435 | return true;
|
---|
| 436 | }
|
---|
| 437 |
|
---|
| 438 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 439 | getOption(key, val) && OctreeSceneManager::getOption(key, val);
|
---|
[59] | 440 | }
|
---|
| 441 | //-----------------------------------------------------------------------
|
---|
| 442 | bool VisibilityOctreeSceneManager::getOptionValues(const String & key, StringVector &refValueList)
|
---|
| 443 | {
|
---|
| 444 | return OctreeSceneManager::getOptionValues( key, refValueList );
|
---|
| 445 | }
|
---|
| 446 | //-----------------------------------------------------------------------
|
---|
| 447 | bool VisibilityOctreeSceneManager::getOptionKeys(StringVector & refKeys)
|
---|
| 448 | {
|
---|
[74] | 449 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
[103] | 450 | getOptionKeys (refKeys) || OctreeSceneManager::getOptionKeys(refKeys);
|
---|
[59] | 451 | }
|
---|
| 452 | //-----------------------------------------------------------------------
|
---|
| 453 | void VisibilityOctreeSceneManager::setVisibilityManager(GtpVisibility::VisibilityManager *visManager)
|
---|
| 454 | {
|
---|
| 455 | mVisibilityManager = visManager;
|
---|
| 456 | }
|
---|
| 457 | //-----------------------------------------------------------------------
|
---|
| 458 | GtpVisibility::VisibilityManager *VisibilityOctreeSceneManager::getVisibilityManager()
|
---|
| 459 | {
|
---|
| 460 | return mVisibilityManager;
|
---|
| 461 | }
|
---|
[93] | 462 | //-----------------------------------------------------------------------
|
---|
[92] | 463 | void VisibilityOctreeSceneManager::WriteLog()
|
---|
| 464 | {
|
---|
| 465 | std::stringstream d;
|
---|
[59] | 466 |
|
---|
[120] | 467 | d << "Depth pass: " << StringConverter::toString(mUseDepthPass) << ", "
|
---|
| 468 | << "Delay transparents: " << StringConverter::toString(mDelayRenderTransparents) << ", "
|
---|
[155] | 469 | << "Use optimization: " << StringConverter::toString(mHierarchyInterface->GetTestGeometryForVisibleLeaves()) << ", "
|
---|
[120] | 470 | << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << "\n"
|
---|
[118] | 471 | << "Hierarchy nodes: " << mNumOctreeNodes << ", "
|
---|
| 472 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
|
---|
[92] | 473 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
|
---|
| 474 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
|
---|
| 475 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
|
---|
| 476 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << "\n";
|
---|
[120] | 477 | /*<< "avg. FPS: " << mCurrentViewport->getTarget()->getAverageFPS() << ", "
|
---|
| 478 | << "best FPS: " << mCurrentViewport->getTarget()->getBestFPS() << ", "
|
---|
| 479 | << "worst FPS: " << mCurrentViewport->getTarget()->getWorstFPS() << ", "
|
---|
| 480 | << "best frame time: " << mCurrentViewport->getTarget()->getBestFrameTime() << ", "
|
---|
| 481 | << "worst frame time: " << mCurrentViewport->getTarget()->getWorstFrameTime() << "\n";*/
|
---|
[92] | 482 |
|
---|
| 483 | LogManager::getSingleton().logMessage(d.str());
|
---|
| 484 | }
|
---|
[118] | 485 | //-----------------------------------------------------------------------
|
---|
[159] | 486 | void VisibilityOctreeSceneManager::renderObjects(
|
---|
| 487 | const RenderPriorityGroup::TransparentRenderablePassList& objs,
|
---|
[118] | 488 | bool doLightIteration, const LightList* manualLightList)
|
---|
| 489 | {
|
---|
[159] | 490 | // for correct rendering, transparents must be rendered after hierarchical culling
|
---|
[118] | 491 | if (!mSkipTransparents)
|
---|
| 492 | {
|
---|
| 493 | OctreeSceneManager::renderObjects(objs, doLightIteration, manualLightList);
|
---|
| 494 | }
|
---|
| 495 | }
|
---|
[159] | 496 | //-----------------------------------------------------------------------
|
---|
| 497 | bool VisibilityOctreeSceneManager::validatePassForRendering(Pass* pass)
|
---|
| 498 | {
|
---|
| 499 | // skip all but first pass if we are doing the depth pass
|
---|
| 500 | if ((mRenderDepthPass || mRenderItemBuffer) && pass->getIndex() > 0)
|
---|
| 501 | {
|
---|
| 502 | return false;
|
---|
| 503 | }
|
---|
| 504 | return SceneManager::validatePassForRendering(pass);
|
---|
| 505 | }
|
---|
| 506 | //-----------------------------------------------------------------------
|
---|
| 507 | void VisibilityOctreeSceneManager::renderQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 508 | {
|
---|
| 509 | if (!mRenderItemBuffer)
|
---|
| 510 | {
|
---|
| 511 | OctreeSceneManager::renderQueueGroupObjects(pGroup);
|
---|
| 512 | return;
|
---|
| 513 | }
|
---|
[118] | 514 |
|
---|
[159] | 515 | // --- item buffer
|
---|
| 516 |
|
---|
| 517 | // Iterate through priorities
|
---|
| 518 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 519 |
|
---|
| 520 | while (groupIt.hasMoreElements())
|
---|
| 521 | {
|
---|
| 522 | RenderItemBuffer(groupIt.getNext());
|
---|
| 523 | }
|
---|
| 524 | }
|
---|
| 525 | //-----------------------------------------------------------------------
|
---|
| 526 | void VisibilityOctreeSceneManager::RenderItemBuffer(RenderPriorityGroup* pGroup)
|
---|
| 527 | {
|
---|
| 528 | // Do solids
|
---|
| 529 | RenderPriorityGroup::SolidRenderablePassMap solidObjs = pGroup->_getSolidPasses();
|
---|
| 530 |
|
---|
| 531 | // ----- SOLIDS LOOP -----
|
---|
| 532 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
|
---|
| 533 | ipassend = solidObjs.end();
|
---|
| 534 |
|
---|
| 535 | for (ipass = solidObjs.begin(); ipass != ipassend; ++ipass)
|
---|
| 536 | {
|
---|
| 537 | // Fast bypass if this group is now empty
|
---|
| 538 | if (ipass->second->empty())
|
---|
| 539 | continue;
|
---|
| 540 |
|
---|
| 541 | // Render only first pass
|
---|
| 542 | if (ipass->first->getIndex() > 0)
|
---|
| 543 | continue;
|
---|
| 544 |
|
---|
| 545 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
---|
| 546 |
|
---|
| 547 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
---|
| 548 | irendend = rendList->end();
|
---|
| 549 |
|
---|
| 550 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
---|
| 551 | {
|
---|
| 552 | std::stringstream d; d << "itembuffer, pass name: " <<
|
---|
| 553 | ipass->first->getParent()->getParent()->getName();
|
---|
| 554 |
|
---|
| 555 | LogManager::getSingleton().logMessage(d.str());
|
---|
| 556 |
|
---|
| 557 | RenderSingleObjectForItemBuffer(*irend, ipass->first);
|
---|
| 558 | }
|
---|
| 559 | }
|
---|
| 560 |
|
---|
| 561 | // -- TRANSPARENT LOOP: must be handled differently
|
---|
| 562 |
|
---|
| 563 | // transparents are treated either as solids or completely discarded
|
---|
| 564 | if (mRenderTransparentsForItemBuffer)
|
---|
| 565 | {
|
---|
| 566 | RenderPriorityGroup::TransparentRenderablePassList transpObjs =
|
---|
| 567 | pGroup->_getTransparentPasses();
|
---|
| 568 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator
|
---|
| 569 | itrans, itransend;
|
---|
| 570 |
|
---|
| 571 | itransend = transpObjs.end();
|
---|
| 572 | for (itrans = transpObjs.begin(); itrans != itransend; ++itrans)
|
---|
| 573 | {
|
---|
| 574 | // like for solids, render only first pass
|
---|
| 575 | if (itrans->pass->getIndex() == 0)
|
---|
| 576 | {
|
---|
| 577 | RenderSingleObjectForItemBuffer(itrans->renderable, itrans->pass);
|
---|
| 578 | }
|
---|
| 579 | }
|
---|
| 580 | }
|
---|
| 581 | }
|
---|
| 582 | //-----------------------------------------------------------------------
|
---|
| 583 | void VisibilityOctreeSceneManager::RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass)
|
---|
| 584 | {
|
---|
| 585 | static LightList nullLightList;
|
---|
| 586 |
|
---|
| 587 | int col[4];
|
---|
| 588 |
|
---|
| 589 | // -- create color code out of object id
|
---|
| 590 | col[0] = (rend->getId() >> 16) & 255;
|
---|
| 591 | col[1] = (rend->getId() >> 8) & 255;
|
---|
| 592 | col[2] = rend->getId() & 255;
|
---|
| 593 | // col[3] = 255;
|
---|
| 594 |
|
---|
| 595 | //mDestRenderSystem->setColour(col[0], col[1], col[2], col[3]);
|
---|
| 596 |
|
---|
| 597 | mItemBufferPass->setAmbient(ColourValue(col[0] / 255.0f,
|
---|
| 598 | col[1] / 255.0f,
|
---|
| 599 | col[2] / 255.0f, 1));
|
---|
| 600 |
|
---|
| 601 | // set vertex program of current pass
|
---|
| 602 | if (mExecuteVertexProgramForAllPasses && pass->hasVertexProgram())
|
---|
| 603 | {
|
---|
| 604 | mItemBufferPass->setVertexProgram(pass->getVertexProgramName());
|
---|
| 605 |
|
---|
| 606 | if (mItemBufferPass->hasVertexProgram())
|
---|
| 607 | {
|
---|
| 608 | const GpuProgramPtr& prg = mItemBufferPass->getVertexProgram();
|
---|
| 609 | // Load this program if not done already
|
---|
| 610 | if (!prg->isLoaded())
|
---|
| 611 | prg->load();
|
---|
| 612 | // Copy params
|
---|
| 613 | mItemBufferPass->setVertexProgramParameters(pass->getVertexProgramParameters());
|
---|
| 614 | }
|
---|
| 615 | }
|
---|
| 616 | else if (mItemBufferPass->hasVertexProgram())
|
---|
| 617 | {
|
---|
| 618 | mItemBufferPass->setVertexProgram("");
|
---|
| 619 | }
|
---|
| 620 |
|
---|
| 621 | Pass *usedPass = setPass(mItemBufferPass);
|
---|
| 622 |
|
---|
| 623 |
|
---|
| 624 | // Render a single object, this will set up auto params if required
|
---|
| 625 | renderSingleObject(rend, usedPass, false, &nullLightList);
|
---|
| 626 | }
|
---|
| 627 | //-----------------------------------------------------------------------
|
---|
| 628 | GtpVisibility::VisibilityManager *VisibilityOctreeSceneManager::GetVisibilityManager()
|
---|
| 629 | {
|
---|
| 630 | return mVisibilityManager;
|
---|
| 631 | }
|
---|
| 632 | //-----------------------------------------------------------------------
|
---|
| 633 | void VisibilityOctreeSceneManager::InitVisibilityCulling(Camera *cam)
|
---|
| 634 | {
|
---|
| 635 | // reset culling manager stats
|
---|
| 636 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
|
---|
| 637 |
|
---|
| 638 | // set depth pass flag before rendering
|
---|
| 639 | mRenderDepthPass = mUseDepthPass;
|
---|
| 640 |
|
---|
[187] | 641 | mIsHierarchicalCulling = true; // during hierarchical culling
|
---|
| 642 |
|
---|
[159] | 643 | // item buffer needs full ambient lighting to use item colors as unique id
|
---|
| 644 | if (mUseItemBuffer)
|
---|
| 645 | {
|
---|
| 646 | mRenderItemBuffer = true;
|
---|
| 647 | setAmbientLight(ColourValue(1,1,1,1));
|
---|
| 648 | }
|
---|
| 649 |
|
---|
| 650 |
|
---|
| 651 | // set passes which are stored in render queue
|
---|
| 652 | // for rendering AFTER hierarchical culling, i.e., passes which need
|
---|
| 653 | // a special rendering order
|
---|
| 654 |
|
---|
| 655 | mLeavePassesInQueue = 0;
|
---|
| 656 |
|
---|
[187] | 657 | if (!mUseDepthPass && !mUseItemBuffer)
|
---|
[159] | 658 | {
|
---|
[202] | 659 | if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
[159] | 660 | {
|
---|
| 661 | // TODO: remove this pass because it should be processed during hierarchical culling
|
---|
[187] | 662 | //mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
[159] | 663 |
|
---|
| 664 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DECAL;
|
---|
| 665 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DIFFUSE_SPECULAR;
|
---|
| 666 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 667 |
|
---|
| 668 | // just render ambient passes
|
---|
| 669 | mIlluminationStage = IRS_AMBIENT;
|
---|
[187] | 670 | getRenderQueue()->setSplitPassesByLightingType(true);
|
---|
[159] | 671 | }
|
---|
| 672 |
|
---|
[202] | 673 | if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
[159] | 674 | {
|
---|
| 675 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
| 676 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 677 | }
|
---|
| 678 |
|
---|
| 679 | // transparents should be rendered after hierarchical culling to
|
---|
| 680 | // provide front-to-back ordering
|
---|
| 681 | if (mDelayRenderTransparents)
|
---|
| 682 | {
|
---|
| 683 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 684 | }
|
---|
| 685 | }
|
---|
| 686 |
|
---|
| 687 | // skip rendering transparents in the hierarchical culling
|
---|
| 688 | // (because they will be rendered afterwards)
|
---|
| 689 | mSkipTransparents = mUseDepthPass ||
|
---|
| 690 | (mLeavePassesInQueue & RenderPriorityGroup::TRANSPARENT_PASSES);
|
---|
| 691 |
|
---|
| 692 | // -- initialise interface for rendering traversal of the hierarchy
|
---|
| 693 | mHierarchyInterface->SetHierarchyRoot(mOctree);
|
---|
| 694 |
|
---|
| 695 | // possible two cameras (one for culling, one for rendering)
|
---|
| 696 | mHierarchyInterface->InitTraversal(mCameraInProgress,
|
---|
| 697 | mCullCamera ? getCamera("CullCamera") : NULL,
|
---|
| 698 | mLeavePassesInQueue);
|
---|
| 699 |
|
---|
| 700 | //std::stringstream d; d << "leave passes in queue: " << mLeavePassesInQueue;LogManager::getSingleton().logMessage(d.str());
|
---|
| 701 | }
|
---|
| 702 | //-----------------------------------------------------------------------
|
---|
| 703 | OctreeHierarchyInterface *VisibilityOctreeSceneManager::GetHierarchyInterface()
|
---|
| 704 | {
|
---|
| 705 | return mHierarchyInterface;
|
---|
| 706 | }
|
---|
| 707 | //-----------------------------------------------------------------------
|
---|
[187] | 708 | void VisibilityOctreeSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
[159] | 709 | {
|
---|
[187] | 710 | // only render solid passes during hierarchical culling
|
---|
| 711 | if (mIsHierarchicalCulling)
|
---|
| 712 | {
|
---|
| 713 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 714 | LightList lightList;
|
---|
[159] | 715 |
|
---|
[187] | 716 | while (groupIt.hasMoreElements())
|
---|
| 717 | {
|
---|
| 718 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
[159] | 719 |
|
---|
[187] | 720 | // Sort the queue first
|
---|
| 721 | pPriorityGrp->sort(mCameraInProgress);
|
---|
[159] | 722 |
|
---|
[187] | 723 | // Clear light list
|
---|
| 724 | lightList.clear();
|
---|
[159] | 725 |
|
---|
[187] | 726 | // Render all the ambient passes first, no light iteration, no lights
|
---|
| 727 | mIlluminationStage = IRS_AMBIENT;
|
---|
| 728 |
|
---|
| 729 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), false, &lightList);
|
---|
| 730 | // Also render any objects which have receive shadows disabled
|
---|
| 731 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
[159] | 732 |
|
---|
[187] | 733 | /*std::stringstream d;
|
---|
| 734 | d << " solid size: " << (int)pPriorityGrp->_getSolidPasses().size()
|
---|
| 735 | << " solid no shadow size: " << (int)pPriorityGrp->_getSolidPassesNoShadow().size()
|
---|
| 736 | << "difspec size: " << (int)pPriorityGrp->_getSolidPassesDiffuseSpecular().size()
|
---|
| 737 | << " decal size: " << (int)pPriorityGrp->_getSolidPassesDecal().size();
|
---|
| 738 | LogManager::getSingleton().logMessage(d.str());*/
|
---|
| 739 | }
|
---|
| 740 | }
|
---|
| 741 | else
|
---|
| 742 | {
|
---|
| 743 | OctreeSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(pGroup);
|
---|
[159] | 744 |
|
---|
[187] | 745 | /*RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 746 | LightList lightList;
|
---|
| 747 |
|
---|
| 748 | while (groupIt.hasMoreElements())
|
---|
| 749 | {
|
---|
| 750 |
|
---|
| 751 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
[159] | 752 |
|
---|
[187] | 753 | // Sort the queue first
|
---|
| 754 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 755 |
|
---|
| 756 | // Clear light list
|
---|
| 757 | lightList.clear();
|
---|
| 758 |
|
---|
| 759 | // Now iterate per light
|
---|
| 760 | mIlluminationStage = IRS_PER_LIGHT;
|
---|
| 761 |
|
---|
| 762 | // Iterate over lights, render all volumes to stencil
|
---|
| 763 | LightList::const_iterator li, liend;
|
---|
| 764 | liend = mLightsAffectingFrustum.end();
|
---|
| 765 |
|
---|
| 766 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
| 767 | {
|
---|
| 768 | LogManager::getSingleton().logMessage("iterating over lights");
|
---|
| 769 | Light* l = *li;
|
---|
| 770 | // Set light state
|
---|
| 771 |
|
---|
| 772 | if (l->getCastShadows())
|
---|
| 773 | {
|
---|
| 774 | // Clear stencil
|
---|
| 775 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL);
|
---|
| 776 | renderShadowVolumesToStencil(l, mCameraInProgress);
|
---|
| 777 | // turn stencil check on
|
---|
| 778 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
| 779 | // NB we render where the stencil is equal to zero to render lit areas
|
---|
| 780 | mDestRenderSystem->setStencilBufferParams(CMPF_EQUAL, 0);
|
---|
| 781 | }
|
---|
| 782 |
|
---|
| 783 | // render lighting passes for this light
|
---|
| 784 | if (lightList.empty())
|
---|
| 785 | lightList.push_back(l);
|
---|
| 786 | else
|
---|
| 787 | lightList[0] = l;
|
---|
| 788 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPassesDiffuseSpecular(), false, &lightList);
|
---|
| 789 |
|
---|
| 790 | // Reset stencil params
|
---|
| 791 | mDestRenderSystem->setStencilBufferParams();
|
---|
| 792 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
| 793 | mDestRenderSystem->_setDepthBufferParams();
|
---|
| 794 |
|
---|
| 795 | }// for each light
|
---|
| 796 |
|
---|
| 797 | // Now render decal passes, no need to set lights as lighting will be disabled
|
---|
| 798 | mIlluminationStage = IRS_DECAL;
|
---|
| 799 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPassesDecal(), false);
|
---|
| 800 | }// for each priority
|
---|
| 801 |
|
---|
| 802 | // reset lighting stage
|
---|
| 803 | mIlluminationStage = IRS_NONE;*/
|
---|
| 804 | }
|
---|
| 805 | }
|
---|
| 806 | //-----------------------------------------------------------------------
|
---|
| 807 | void VisibilityOctreeSceneManager::renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 808 | {
|
---|
| 809 | if (mIsHierarchicalCulling)
|
---|
| 810 | {
|
---|
| 811 | // Iterate through priorities
|
---|
| 812 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 813 |
|
---|
| 814 | while (groupIt.hasMoreElements())
|
---|
| 815 | {
|
---|
| 816 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 817 |
|
---|
| 818 | // Sort the queue first
|
---|
| 819 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 820 |
|
---|
| 821 | // Do (shadowable) solids
|
---|
| 822 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 823 | }
|
---|
| 824 | }
|
---|
| 825 | else
|
---|
| 826 | {
|
---|
| 827 | SceneManager::renderModulativeStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 828 | }
|
---|
| 829 | }
|
---|
[59] | 830 | } // namespace Ogre |
---|