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