[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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[254] | 26 | mIsDepthPassPhase(false),
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[154] | 27 | mUseItemBuffer(false),
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| 28 | //mUseItemBuffer(true),
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[254] | 29 | mIsItemBufferPhase(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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[347] | 96 | //-------------------------------------------------------------------------
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| 97 | void VisibilityTerrainSceneManager::setWorldGeometry( const String& filename )
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| 98 | {
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| 99 | // Clear out any existing world resources (if not default)
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| 100 | if (ResourceGroupManager::getSingleton().getWorldResourceGroupName() !=
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| 101 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME)
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| 102 | {
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| 103 | ResourceGroupManager::getSingleton().clearResourceGroup(
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| 104 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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| 105 | }
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| 106 | mTerrainPages.clear();
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| 107 | // Load the configuration
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| 108 | loadConfig(filename);
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| 109 |
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| 110 | // Resize the octree, allow for 1 page for now
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| 111 | float max_x = mOptions.scale.x * mOptions.pageSize;
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| 112 | float max_y = mOptions.scale.y;
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| 113 | float max_z = mOptions.scale.z * mOptions.pageSize;
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| 114 |
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| 115 | float maxAxis = std::max(max_x, max_y);
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| 116 | maxAxis = std::max(maxAxis, max_z);
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| 117 | resize( AxisAlignedBox( 0, 0, 0, maxAxis, maxAxis, maxAxis ) );
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| 118 |
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| 119 | setupTerrainMaterial();
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| 120 |
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| 121 | setupTerrainPages();
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| 122 |
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| 123 | }
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| 124 |
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[122] | 125 | //-----------------------------------------------------------------------
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[139] | 126 | void VisibilityTerrainSceneManager::PrepareVisualization(Camera *cam)
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[115] | 127 | {
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| 128 | // add player camera for visualization purpose
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[121] | 129 | try
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| 130 | {
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[115] | 131 | Camera *c;
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| 132 | if ((c = getCamera("PlayerCam")) != NULL)
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| 133 | {
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| 134 | getRenderQueue()->addRenderable(c);
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| 135 | }
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| 136 | }
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[121] | 137 | catch (...)
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[115] | 138 | {
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| 139 | // ignore
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| 140 | }
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[118] | 141 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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| 142 | {
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| 143 | getRenderQueue()->addRenderable(*it);
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| 144 | }
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[115] | 145 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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| 146 | {
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[164] | 147 | // HACK: change node material so it is better suited for visualization
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[118] | 148 | MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial");
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| 149 | nodeMat->setAmbient(1, 1, 0);
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| 150 | nodeMat->setLightingEnabled(true);
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| 151 | nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
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| 152 |
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[115] | 153 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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| 154 | {
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| 155 | if (mRenderNodesForViz)
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| 156 | {
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[164] | 157 | // render the leaf nodes
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| 158 | if (((*it)->numAttachedObjects() > 0) && ((*it)->numChildren() == 0) &&
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| 159 | (*it)->getAttachedObject(0)->getMovableType() == "Entity")
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| 160 | {
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| 161 | getRenderQueue()->addRenderable((*it));
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| 162 | }
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[121] | 163 |
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[115] | 164 | // addbounding boxes instead of node itself
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[139] | 165 | //(*it)->_addBoundingBoxToQueue(getRenderQueue());
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[115] | 166 | }
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| 167 | if (mRenderNodesContentForViz)
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| 168 | {
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[122] | 169 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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[115] | 170 | }
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| 171 | }
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[121] | 172 | }
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[103] | 173 | }
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| 174 | //-----------------------------------------------------------------------
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[120] | 175 | Pass *VisibilityTerrainSceneManager::setPass(Pass* pass)
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| 176 | {
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[139] | 177 | // TODO: setting vertex program is not efficient
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[254] | 178 | //Pass *usedPass = ((mIsDepthPassPhase && !pass->hasVertexProgram()) ? mDepthPass : pass);
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[121] | 179 |
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[156] | 180 | // set depth fill pass if we currently do not make an aabb occlusion query
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[254] | 181 | Pass *usedPass = (mIsDepthPassPhase && !mHierarchyInterface->IsBoundingBoxQuery() ?
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[133] | 182 | mDepthPass : pass);
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[121] | 183 |
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| 184 | IlluminationRenderStage savedStage = mIlluminationStage;
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[120] | 185 |
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[121] | 186 | // set illumination stage to NONE so no shadow material is used
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| 187 | // for depth pass or for occlusion query
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[254] | 188 | if (mIsDepthPassPhase || mHierarchyInterface->IsBoundingBoxQuery())
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[121] | 189 | {
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| 190 | mIlluminationStage = IRS_NONE;
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| 191 | }
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| 192 |
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[159] | 193 | // --- set vertex program of current pass in order to set correct depth
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[254] | 194 | if (mExecuteVertexProgramForAllPasses && mIsDepthPassPhase && pass->hasVertexProgram())
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[120] | 195 | {
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[159] | 196 | // add vertex program of current pass to depth pass
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| 197 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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[120] | 198 |
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[159] | 199 | if (mDepthPass->hasVertexProgram())
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[120] | 200 | {
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[159] | 201 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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| 202 | // Load this program if not done already
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| 203 | if (!prg->isLoaded())
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| 204 | prg->load();
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| 205 | // Copy params
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| 206 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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[120] | 207 | }
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| 208 | }
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[159] | 209 | else if (mDepthPass->hasVertexProgram())
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| 210 | {
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| 211 | mDepthPass->setVertexProgram("");
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| 212 | }
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| 213 |
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[133] | 214 |
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| 215 | bool IsDepthWrite = usedPass->getDepthWriteEnabled();
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[139] | 216 |
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[133] | 217 | // global option which enables / disables depth writes
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| 218 | if (!mEnableDepthWrite)
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| 219 | {
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| 220 | usedPass->setDepthWriteEnabled(false);
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| 221 | }
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[121] | 222 | //else if (mIsItemBufferPass) {usedPass = mItemBufferPass;}
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| 223 |
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| 224 | Pass *result = SceneManager::setPass(usedPass);
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[120] | 225 |
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[133] | 226 | // reset depth write
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| 227 | if (!mEnableDepthWrite)
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| 228 | {
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| 229 | usedPass->setDepthWriteEnabled(IsDepthWrite);
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| 230 | }
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| 231 |
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[121] | 232 | // reset illumination stage
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| 233 | mIlluminationStage = savedStage;
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| 234 |
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| 235 | return result;
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[120] | 236 | }
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| 237 | //-----------------------------------------------------------------------
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[187] | 238 | void VisibilityTerrainSceneManager::_findVisibleObjects(Camera* cam,
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| 239 | bool onlyShadowCasters)
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[103] | 240 | {
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[115] | 241 | //-- show visible scene nodes and octree bounding boxes from last frame
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| 242 | if (mShowVisualization)
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| 243 | {
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[139] | 244 | PrepareVisualization(cam);
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[115] | 245 | }
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[155] | 246 | else
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[139] | 247 | {
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[148] | 248 | // for hierarchical culling, we interleave identification
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[147] | 249 | // and rendering of objects in _renderVisibibleObjects
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[148] | 250 |
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[155] | 251 | // for the shadow pass we use only standard rendering
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| 252 | // because of low occlusion
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[147] | 253 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 254 | mIlluminationStage == IRS_RENDER_TO_TEXTURE)
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| 255 | {
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| 256 | TerrainSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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| 257 | }
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[139] | 258 | // only shadow casters will be rendered in shadow texture pass
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[155] | 259 | // mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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[139] | 260 | }
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[122] | 261 |
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[159] | 262 |
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[156] | 263 | // -- delete lists stored for visualization
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[121] | 264 | mVisible.clear();
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| 265 | mBoxes.clear();
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[115] | 266 | }
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| 267 | //-----------------------------------------------------------------------
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| 268 | void VisibilityTerrainSceneManager::_renderVisibleObjects()
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| 269 | {
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[259] | 270 |
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[175] | 271 | InitDepthPass(); // create material for depth pass
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| 272 | InitItemBufferPass(); // create material for item buffer pass
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| 273 |
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[155] | 274 | // save ambient light to reset later
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[150] | 275 | ColourValue savedAmbient = mAmbientLight;
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| 276 |
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[159] | 277 | //-- apply standard rendering for some modes (e.g., visualization, shadow pass)
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[155] | 278 |
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[158] | 279 | if (mShowVisualization ||
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[156] | 280 | (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
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| 281 | mIlluminationStage == IRS_RENDER_TO_TEXTURE))
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[87] | 282 | {
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[139] | 283 | IlluminationRenderStage savedStage = mIlluminationStage;
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| 284 |
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[158] | 285 | if (mShowVisualization)
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| 286 | // disable illumination stage to prevent rendering shadows
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[148] | 287 | mIlluminationStage = IRS_NONE;
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| 288 |
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| 289 | // standard rendering for shadow maps because of performance
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[101] | 290 | TerrainSceneManager::_renderVisibleObjects();
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[147] | 291 |
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| 292 | mIlluminationStage = savedStage;
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[115] | 293 | }
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[159] | 294 | else //-- the hierarchical culling algorithm
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[147] | 295 | {
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[153] | 296 | // don't render backgrounds for item buffer
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| 297 | if (mUseItemBuffer)
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| 298 | {
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| 299 | clearSpecialCaseRenderQueues();
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| 300 | getRenderQueue()->clear();
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| 301 | }
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| 302 |
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[159] | 303 | //-- hierarchical culling
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[139] | 304 | // the objects of different layers (e.g., background, scene,
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| 305 | // overlay) must be identified and rendered one after another
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[115] | 306 |
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[139] | 307 | //-- render all early skies
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| 308 | clearSpecialCaseRenderQueues();
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| 309 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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| 310 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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| 311 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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[122] | 312 |
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[139] | 313 | TerrainSceneManager::_renderVisibleObjects();
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[87] | 314 |
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[59] | 315 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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[159] | 316 | // delete previously rendered content
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[139] | 317 | _deleteRenderedQueueGroups();
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[59] | 318 | #endif
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| 319 |
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[139] | 320 | //-- prepare queue for visible objects (i.e., all but overlay and skies late)
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| 321 | clearSpecialCaseRenderQueues();
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| 322 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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| 323 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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[259] | 324 |
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| 325 | // exclude this queues from hierarchical rendering
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[139] | 326 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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[59] | 327 |
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[153] | 328 | // set all necessary parameters for
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| 329 | // hierarchical visibility culling and rendering
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[139] | 330 | InitVisibilityCulling(mCameraInProgress);
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[59] | 331 |
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[139] | 332 | /**
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| 333 | * the hierarchical culling algorithm
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[159] | 334 | * for depth pass: we just find objects and update depth buffer
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| 335 | * for "delayed" rendering: we render some passes afterwards
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| 336 | * e.g., transparents, because they need front-to-back sorting
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[139] | 337 | **/
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| 338 |
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| 339 | mVisibilityManager->ApplyVisibilityCulling();
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| 340 |
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| 341 | // delete remaining renderables from queue (all not in mLeavePassesInQueue)
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[135] | 342 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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[139] | 343 | _deleteRenderedQueueGroups(mLeavePassesInQueue);
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[135] | 344 | #endif
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[100] | 345 |
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[139] | 346 | //-- reset parameters
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[254] | 347 | mIsDepthPassPhase = false;
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| 348 | mIsItemBufferPhase = false;
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[139] | 349 | mSkipTransparents = false;
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| 350 | mLeavePassesInQueue = 0;
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[153] | 351 |
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[139] | 352 |
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| 353 | // add visible nodes found by the visibility culling algorithm
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| 354 | if (mUseDepthPass)
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[115] | 355 | {
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[139] | 356 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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| 357 | {
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| 358 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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| 359 | }
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[122] | 360 | }
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[139] | 361 |
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| 362 | //-- now we can render all remaining queue objects
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[159] | 363 | // used for depth pass, transparents, overlay
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[139] | 364 | clearSpecialCaseRenderQueues();
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[259] | 365 |
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[139] | 366 | TerrainSceneManager::_renderVisibleObjects();
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[115] | 367 | }
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[139] | 368 |
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[259] | 369 | // HACK: set the new render level index, important to avoid cracks
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| 370 | // in terrain caused by LOD
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[159] | 371 | TerrainRenderable::NextRenderLevelIndex();
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| 372 |
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[150] | 373 | // reset ambient light
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| 374 | setAmbientLight(savedAmbient);
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[153] | 375 |
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[159] | 376 | getRenderQueue()->clear(); // finally clear render queue
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[187] | 377 | OGRE_DELETE(mRenderQueue); // HACK: should be cleared before...
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[99] | 378 | //WriteLog(); // write out stats
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[259] | 379 |
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[59] | 380 | }
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[122] | 381 |
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[59] | 382 | //-----------------------------------------------------------------------
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| 383 | void VisibilityTerrainSceneManager::_updateSceneGraph(Camera* cam)
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| 384 | {
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| 385 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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| 386 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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[74] | 387 |
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[59] | 388 | TerrainSceneManager::_updateSceneGraph(cam);
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| 389 | }
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| 390 | //-----------------------------------------------------------------------
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| 391 | bool VisibilityTerrainSceneManager::setOption(const String & key, const void * val)
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| 392 | {
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[115] | 393 | if (key == "UseDepthPass")
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[87] | 394 | {
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[115] | 395 | mUseDepthPass = (*static_cast<const bool *>(val));
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[87] | 396 | return true;
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| 397 | }
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[139] | 398 | if (key == "PrepareVisualization")
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[99] | 399 | {
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| 400 | mShowVisualization = (*static_cast<const bool *>(val));
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| 401 | return true;
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| 402 | }
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[103] | 403 | if (key == "RenderNodesForViz")
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| 404 | {
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| 405 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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| 406 | return true;
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| 407 | }
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[113] | 408 | if (key == "RenderNodesContentForViz")
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| 409 | {
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| 410 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
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| 411 | return true;
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| 412 | }
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[100] | 413 | if (key == "SkyBoxEnabled")
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| 414 | {
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| 415 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
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| 416 | return true;
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| 417 | }
|
---|
| 418 | if (key == "SkyPlaneEnabled")
|
---|
| 419 | {
|
---|
| 420 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
|
---|
| 421 | return true;
|
---|
| 422 | }
|
---|
| 423 | if (key == "SkyDomeEnabled")
|
---|
| 424 | {
|
---|
| 425 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
|
---|
| 426 | return true;
|
---|
| 427 | }
|
---|
[112] | 428 | if (key == "VisualizeCulledNodes")
|
---|
| 429 | {
|
---|
| 430 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
|
---|
| 431 | return true;
|
---|
| 432 | }
|
---|
[115] | 433 | if (key == "DelayRenderTransparents")
|
---|
| 434 | {
|
---|
| 435 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
|
---|
| 436 | return true;
|
---|
| 437 | }
|
---|
[159] | 438 |
|
---|
[134] | 439 | if (key == "DepthWrite")
|
---|
[133] | 440 | {
|
---|
| 441 | mEnableDepthWrite = (*static_cast<const bool *>(val));
|
---|
| 442 | return true;
|
---|
| 443 | }
|
---|
[153] | 444 | if (key == "UseItemBuffer")
|
---|
[150] | 445 | {
|
---|
[153] | 446 | mUseItemBuffer = (*static_cast<const bool *>(val));
|
---|
[150] | 447 | return true;
|
---|
| 448 | }
|
---|
[159] | 449 | if (key == "ExecuteVertexProgramForAllPasses")
|
---|
| 450 | {
|
---|
| 451 | mExecuteVertexProgramForAllPasses = (*static_cast<const bool *>(val));
|
---|
| 452 | return true;
|
---|
| 453 | }
|
---|
| 454 | if (key == "RenderTransparentsForItemBuffer")
|
---|
| 455 | {
|
---|
| 456 | mRenderTransparentsForItemBuffer = (*static_cast<const bool *>(val));
|
---|
| 457 | return true;
|
---|
| 458 | }
|
---|
[187] | 459 | if (key == "NodeVizScale")
|
---|
| 460 | {
|
---|
| 461 | OctreeNode::setVizScale(*static_cast<const float *>(val));
|
---|
| 462 | return true;
|
---|
| 463 | }
|
---|
[159] | 464 |
|
---|
[343] | 465 | if (key == "UseArbQueries")
|
---|
| 466 | {
|
---|
| 467 | bool useArbQueries = (*static_cast<const bool *>(val));
|
---|
| 468 |
|
---|
| 469 | if (useArbQueries)
|
---|
| 470 | {
|
---|
| 471 | mHierarchyInterface->DeleteQueries();
|
---|
| 472 | mDestRenderSystem->setConfigOption("ArbQueries", "Yes");
|
---|
| 473 | }
|
---|
| 474 | else
|
---|
| 475 | {
|
---|
| 476 | mHierarchyInterface->DeleteQueries();
|
---|
| 477 | mDestRenderSystem->setConfigOption("ArbQueries", "No");
|
---|
| 478 | }
|
---|
| 479 | }
|
---|
[74] | 480 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 481 | setOption(key, val) || TerrainSceneManager::setOption(key, val);
|
---|
[59] | 482 | }
|
---|
| 483 | //-----------------------------------------------------------------------
|
---|
| 484 | bool VisibilityTerrainSceneManager::getOption(const String & key, void *val)
|
---|
| 485 | {
|
---|
[74] | 486 | if (key == "NumHierarchyNodes")
|
---|
| 487 | {
|
---|
[259] | 488 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctants;
|
---|
[74] | 489 | return true;
|
---|
| 490 | }
|
---|
| 491 |
|
---|
| 492 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 493 | getOption(key, val) && TerrainSceneManager::getOption(key, val);
|
---|
[59] | 494 | }
|
---|
| 495 | //-----------------------------------------------------------------------
|
---|
[153] | 496 | bool VisibilityTerrainSceneManager::getOptionValues(const String & key,
|
---|
| 497 | StringVector &refValueList)
|
---|
[59] | 498 | {
|
---|
[74] | 499 | return TerrainSceneManager::getOptionValues( key, refValueList);
|
---|
[59] | 500 | }
|
---|
| 501 | //-----------------------------------------------------------------------
|
---|
| 502 | bool VisibilityTerrainSceneManager::getOptionKeys(StringVector & refKeys)
|
---|
| 503 | {
|
---|
[74] | 504 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
|
---|
| 505 | getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys);
|
---|
[59] | 506 | }
|
---|
| 507 | //-----------------------------------------------------------------------
|
---|
[153] | 508 | void VisibilityTerrainSceneManager::setVisibilityManager(GtpVisibility::
|
---|
| 509 | VisibilityManager *visManager)
|
---|
[59] | 510 | {
|
---|
| 511 | mVisibilityManager = visManager;
|
---|
| 512 | }
|
---|
| 513 | //-----------------------------------------------------------------------
|
---|
| 514 | GtpVisibility::VisibilityManager *VisibilityTerrainSceneManager::getVisibilityManager( void )
|
---|
| 515 | {
|
---|
| 516 | return mVisibilityManager;
|
---|
| 517 | }
|
---|
[93] | 518 | //-----------------------------------------------------------------------
|
---|
| 519 | void VisibilityTerrainSceneManager::WriteLog()
|
---|
| 520 | {
|
---|
| 521 | std::stringstream d;
|
---|
| 522 |
|
---|
[120] | 523 | d << "Depth pass: " << StringConverter::toString(mUseDepthPass) << ", "
|
---|
| 524 | << "Delay transparents: " << StringConverter::toString(mDelayRenderTransparents) << ", "
|
---|
[155] | 525 | << "Use optimization: " << StringConverter::toString(mHierarchyInterface->GetTestGeometryForVisibleLeaves()) << ", "
|
---|
[120] | 526 | << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", "
|
---|
[259] | 527 | << "Hierarchy nodes: " << mNumOctants << ", "
|
---|
[101] | 528 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
|
---|
[93] | 529 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
|
---|
| 530 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
|
---|
| 531 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
|
---|
| 532 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << "\n";
|
---|
| 533 |
|
---|
| 534 | LogManager::getSingleton().logMessage(d.str());
|
---|
| 535 | }
|
---|
[114] | 536 | //-----------------------------------------------------------------------
|
---|
[139] | 537 | void VisibilityTerrainSceneManager::renderObjects(
|
---|
| 538 | const RenderPriorityGroup::TransparentRenderablePassList& objs,
|
---|
| 539 | bool doLightIteration, const LightList* manualLightList)
|
---|
[114] | 540 | {
|
---|
[121] | 541 | // for correct rendering, transparents must be rendered after hierarchical culling
|
---|
[115] | 542 | if (!mSkipTransparents)
|
---|
[114] | 543 | {
|
---|
| 544 | OctreeSceneManager::renderObjects(objs, doLightIteration, manualLightList);
|
---|
| 545 | }
|
---|
| 546 | }
|
---|
[121] | 547 | //-----------------------------------------------------------------------
|
---|
| 548 | bool VisibilityTerrainSceneManager::validatePassForRendering(Pass* pass)
|
---|
| 549 | {
|
---|
| 550 | // skip all but first pass if we are doing the depth pass
|
---|
[254] | 551 | if ((mIsDepthPassPhase || mIsItemBufferPhase) && pass->getIndex() > 0)
|
---|
[121] | 552 | {
|
---|
| 553 | return false;
|
---|
| 554 | }
|
---|
| 555 | return SceneManager::validatePassForRendering(pass);
|
---|
| 556 | }
|
---|
[122] | 557 | //-----------------------------------------------------------------------
|
---|
| 558 | void VisibilityTerrainSceneManager::renderQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 559 | {
|
---|
[254] | 560 | if (!mIsItemBufferPhase)
|
---|
[122] | 561 | {
|
---|
| 562 | TerrainSceneManager::renderQueueGroupObjects(pGroup);
|
---|
| 563 | return;
|
---|
| 564 | }
|
---|
[103] | 565 |
|
---|
[164] | 566 | //-- item buffer
|
---|
[156] | 567 |
|
---|
[122] | 568 | // Iterate through priorities
|
---|
| 569 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 570 |
|
---|
| 571 | while (groupIt.hasMoreElements())
|
---|
| 572 | {
|
---|
| 573 | RenderItemBuffer(groupIt.getNext());
|
---|
| 574 | }
|
---|
| 575 | }
|
---|
| 576 | //-----------------------------------------------------------------------
|
---|
| 577 | void VisibilityTerrainSceneManager::RenderItemBuffer(RenderPriorityGroup* pGroup)
|
---|
| 578 | {
|
---|
| 579 | // Do solids
|
---|
| 580 | RenderPriorityGroup::SolidRenderablePassMap solidObjs = pGroup->_getSolidPasses();
|
---|
| 581 |
|
---|
| 582 | // ----- SOLIDS LOOP -----
|
---|
| 583 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
|
---|
| 584 | ipassend = solidObjs.end();
|
---|
| 585 |
|
---|
| 586 | for (ipass = solidObjs.begin(); ipass != ipassend; ++ipass)
|
---|
| 587 | {
|
---|
| 588 | // Fast bypass if this group is now empty
|
---|
| 589 | if (ipass->second->empty())
|
---|
| 590 | continue;
|
---|
| 591 |
|
---|
| 592 | // Render only first pass
|
---|
| 593 | if (ipass->first->getIndex() > 0)
|
---|
| 594 | continue;
|
---|
| 595 |
|
---|
| 596 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
---|
| 597 |
|
---|
| 598 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
---|
| 599 | irendend = rendList->end();
|
---|
| 600 |
|
---|
| 601 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
---|
| 602 | {
|
---|
[129] | 603 | std::stringstream d; d << "itembuffer, pass name: " <<
|
---|
| 604 | ipass->first->getParent()->getParent()->getName();
|
---|
[139] | 605 |
|
---|
[129] | 606 | LogManager::getSingleton().logMessage(d.str());
|
---|
| 607 |
|
---|
[139] | 608 | RenderSingleObjectForItemBuffer(*irend, ipass->first);
|
---|
[122] | 609 | }
|
---|
| 610 | }
|
---|
| 611 |
|
---|
[159] | 612 | // -- TRANSPARENT LOOP: must be handled differently
|
---|
[122] | 613 |
|
---|
[159] | 614 | // transparents are treated either as solids or completely discarded
|
---|
| 615 | if (mRenderTransparentsForItemBuffer)
|
---|
[122] | 616 | {
|
---|
[159] | 617 | RenderPriorityGroup::TransparentRenderablePassList transpObjs =
|
---|
| 618 | pGroup->_getTransparentPasses();
|
---|
| 619 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator
|
---|
| 620 | itrans, itransend;
|
---|
| 621 |
|
---|
| 622 | itransend = transpObjs.end();
|
---|
| 623 | for (itrans = transpObjs.begin(); itrans != itransend; ++itrans)
|
---|
| 624 | {
|
---|
| 625 | // like for solids, render only first pass
|
---|
| 626 | if (itrans->pass->getIndex() == 0)
|
---|
| 627 | {
|
---|
| 628 | RenderSingleObjectForItemBuffer(itrans->renderable, itrans->pass);
|
---|
| 629 | }
|
---|
[122] | 630 | }
|
---|
[159] | 631 | }
|
---|
[122] | 632 | }
|
---|
| 633 | //-----------------------------------------------------------------------
|
---|
[129] | 634 | void VisibilityTerrainSceneManager::RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass)
|
---|
[122] | 635 | {
|
---|
| 636 | static LightList nullLightList;
|
---|
[150] | 637 |
|
---|
| 638 | int col[4];
|
---|
| 639 |
|
---|
[154] | 640 | // -- create color code out of object id
|
---|
[150] | 641 | col[0] = (rend->getId() >> 16) & 255;
|
---|
| 642 | col[1] = (rend->getId() >> 8) & 255;
|
---|
| 643 | col[2] = rend->getId() & 255;
|
---|
[157] | 644 | // col[3] = 255;
|
---|
[129] | 645 |
|
---|
[150] | 646 | //mDestRenderSystem->setColour(col[0], col[1], col[2], col[3]);
|
---|
| 647 |
|
---|
| 648 | mItemBufferPass->setAmbient(ColourValue(col[0] / 255.0f,
|
---|
| 649 | col[1] / 255.0f,
|
---|
| 650 | col[2] / 255.0f, 1));
|
---|
[122] | 651 |
|
---|
[129] | 652 | // set vertex program of current pass
|
---|
[159] | 653 | if (mExecuteVertexProgramForAllPasses && pass->hasVertexProgram())
|
---|
[129] | 654 | {
|
---|
| 655 | mItemBufferPass->setVertexProgram(pass->getVertexProgramName());
|
---|
| 656 |
|
---|
| 657 | if (mItemBufferPass->hasVertexProgram())
|
---|
| 658 | {
|
---|
| 659 | const GpuProgramPtr& prg = mItemBufferPass->getVertexProgram();
|
---|
| 660 | // Load this program if not done already
|
---|
| 661 | if (!prg->isLoaded())
|
---|
| 662 | prg->load();
|
---|
| 663 | // Copy params
|
---|
| 664 | mItemBufferPass->setVertexProgramParameters(pass->getVertexProgramParameters());
|
---|
| 665 | }
|
---|
| 666 | }
|
---|
| 667 | else if (mItemBufferPass->hasVertexProgram())
|
---|
| 668 | {
|
---|
| 669 | mItemBufferPass->setVertexProgram("");
|
---|
| 670 | }
|
---|
| 671 |
|
---|
| 672 | Pass *usedPass = setPass(mItemBufferPass);
|
---|
| 673 |
|
---|
[156] | 674 |
|
---|
[122] | 675 | // Render a single object, this will set up auto params if required
|
---|
[129] | 676 | renderSingleObject(rend, usedPass, false, &nullLightList);
|
---|
[122] | 677 | }
|
---|
| 678 | //-----------------------------------------------------------------------
|
---|
[130] | 679 | GtpVisibility::VisibilityManager *VisibilityTerrainSceneManager::GetVisibilityManager()
|
---|
[122] | 680 | {
|
---|
[130] | 681 | return mVisibilityManager;
|
---|
| 682 | }
|
---|
| 683 | //-----------------------------------------------------------------------
|
---|
[139] | 684 | void VisibilityTerrainSceneManager::InitVisibilityCulling(Camera *cam)
|
---|
| 685 | {
|
---|
[153] | 686 | // reset culling manager stats
|
---|
| 687 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
|
---|
| 688 |
|
---|
| 689 | // set depth pass flag before rendering
|
---|
[254] | 690 | mIsDepthPassPhase = mUseDepthPass;
|
---|
[153] | 691 |
|
---|
[150] | 692 | // item buffer needs full ambient lighting to use item colors as unique id
|
---|
| 693 | if (mUseItemBuffer)
|
---|
| 694 | {
|
---|
[254] | 695 | mIsItemBufferPhase = true;
|
---|
[150] | 696 | setAmbientLight(ColourValue(1,1,1,1));
|
---|
| 697 | }
|
---|
| 698 |
|
---|
| 699 |
|
---|
[159] | 700 | // set passes which are stored in render queue
|
---|
[153] | 701 | // for rendering AFTER hierarchical culling, i.e., passes which need
|
---|
| 702 | // a special rendering order
|
---|
| 703 | mLeavePassesInQueue = 0;
|
---|
[150] | 704 |
|
---|
[202] | 705 | if (!mUseDepthPass && !mUseItemBuffer)
|
---|
[139] | 706 | {
|
---|
[202] | 707 | if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
[139] | 708 | {
|
---|
[153] | 709 | // TODO: remove this pass because it should be processed during hierarchical culling
|
---|
[202] | 710 | //mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
[139] | 711 |
|
---|
| 712 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DECAL;
|
---|
| 713 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_DIFFUSE_SPECULAR;
|
---|
| 714 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
[153] | 715 |
|
---|
| 716 | // just render ambient stuff
|
---|
| 717 | mIlluminationStage = IRS_AMBIENT;
|
---|
[139] | 718 | }
|
---|
[153] | 719 |
|
---|
[202] | 720 | if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
[139] | 721 | {
|
---|
| 722 | mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW;
|
---|
| 723 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 724 | }
|
---|
[141] | 725 |
|
---|
[153] | 726 | // transparents should be rendered after hierarchical culling to
|
---|
| 727 | // provide front-to-back ordering
|
---|
| 728 | if (mDelayRenderTransparents)
|
---|
| 729 | {
|
---|
| 730 | mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES;
|
---|
| 731 | }
|
---|
[139] | 732 | }
|
---|
| 733 |
|
---|
[153] | 734 | // skip rendering transparents in the hierarchical culling
|
---|
| 735 | // (because they will be rendered afterwards)
|
---|
| 736 | mSkipTransparents = mUseDepthPass ||
|
---|
| 737 | (mLeavePassesInQueue & RenderPriorityGroup::TRANSPARENT_PASSES);
|
---|
| 738 |
|
---|
[155] | 739 | // -- initialise interface for rendering traversal of the hierarchy
|
---|
| 740 | mHierarchyInterface->SetHierarchyRoot(mOctree);
|
---|
| 741 |
|
---|
[139] | 742 | // possible two cameras (one for culling, one for rendering)
|
---|
[155] | 743 | mHierarchyInterface->InitTraversal(mCameraInProgress,
|
---|
| 744 | mCullCamera ? getCamera("CullCamera") : NULL,
|
---|
| 745 | mLeavePassesInQueue);
|
---|
[139] | 746 |
|
---|
[153] | 747 | //std::stringstream d; d << "leave passes in queue: " << mLeavePassesInQueue;LogManager::getSingleton().logMessage(d.str());
|
---|
[139] | 748 | }
|
---|
| 749 | //-----------------------------------------------------------------------
|
---|
[153] | 750 | OctreeHierarchyInterface *VisibilityTerrainSceneManager::GetHierarchyInterface()
|
---|
| 751 | {
|
---|
| 752 | return mHierarchyInterface;
|
---|
| 753 | }
|
---|
| 754 | //-----------------------------------------------------------------------
|
---|
[159] | 755 | void VisibilityTerrainSceneManager::endFrame()
|
---|
| 756 | {
|
---|
| 757 | TerrainRenderable::ResetRenderLevelIndex();
|
---|
| 758 | }
|
---|
| 759 | //-----------------------------------------------------------------------
|
---|
| 760 | Entity* VisibilityTerrainSceneManager::createEntity(const String& entityName,
|
---|
| 761 | const String& meshName)
|
---|
| 762 | {
|
---|
| 763 | Entity *ent = SceneManager::createEntity(entityName, meshName);
|
---|
| 764 |
|
---|
| 765 | for (int i = 0; i < (int)ent->getNumSubEntities(); ++i)
|
---|
| 766 | {
|
---|
| 767 | ent->getSubEntity(i)->setId(mCurrentEntityId);
|
---|
| 768 | }
|
---|
| 769 |
|
---|
| 770 | // increase counter of entity id values
|
---|
| 771 | ++ mCurrentEntityId;
|
---|
| 772 |
|
---|
| 773 | return ent;
|
---|
| 774 | }
|
---|
[202] | 775 | //-----------------------------------------------------------------------
|
---|
| 776 | void VisibilityTerrainSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 777 | {
|
---|
| 778 | // only render solid passes during hierarchical culling
|
---|
| 779 | if (mIsHierarchicalCulling)
|
---|
| 780 | {
|
---|
| 781 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 782 | LightList lightList;
|
---|
| 783 |
|
---|
| 784 | while (groupIt.hasMoreElements())
|
---|
| 785 | {
|
---|
| 786 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 787 |
|
---|
| 788 | // Sort the queue first
|
---|
| 789 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 790 |
|
---|
| 791 | // Clear light list
|
---|
| 792 | lightList.clear();
|
---|
| 793 |
|
---|
| 794 | // Render all the ambient passes first, no light iteration, no lights
|
---|
| 795 | mIlluminationStage = IRS_AMBIENT;
|
---|
| 796 |
|
---|
| 797 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), false, &lightList);
|
---|
| 798 | // Also render any objects which have receive shadows disabled
|
---|
| 799 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 800 | }
|
---|
| 801 | }
|
---|
| 802 | else
|
---|
| 803 | {
|
---|
| 804 | OctreeSceneManager::renderAdditiveStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 805 | }
|
---|
| 806 | }
|
---|
| 807 | //-----------------------------------------------------------------------
|
---|
| 808 | void VisibilityTerrainSceneManager::renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 809 | {
|
---|
| 810 | if (mIsHierarchicalCulling)
|
---|
| 811 | {
|
---|
| 812 | // Iterate through priorities
|
---|
| 813 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 814 |
|
---|
| 815 | while (groupIt.hasMoreElements())
|
---|
| 816 | {
|
---|
| 817 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 818 |
|
---|
| 819 | // Sort the queue first
|
---|
| 820 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 821 |
|
---|
| 822 | // Do (shadowable) solids
|
---|
| 823 | OctreeSceneManager::renderObjects(pPriorityGrp->_getSolidPasses(), true);
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| 824 | }
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| 825 | }
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| 826 | else
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| 827 | {
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| 828 | SceneManager::renderModulativeStencilShadowedQueueGroupObjects(pGroup);
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| 829 | }
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| 830 | }
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[59] | 831 | } // namespace Ogre
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