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