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