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