1 | #include "OgreVisibilityTerrainSceneManager.h"
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2 | #include "OgreVisibilityOptionsManager.h"
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3 | #include <OgreMath.h>
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4 | #include <OgreIteratorWrappers.h>
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5 | #include <OgreRenderSystem.h>
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6 | #include <OgreCamera.h>
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7 | #include <OgreLogManager.h>
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8 | #include <OgreStringConverter.h>
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9 | #include <OgreEntity.h>
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10 | #include <OgreSubEntity.h>
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11 |
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12 | namespace Ogre {
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13 |
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14 | //-----------------------------------------------------------------------
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15 | VisibilityTerrainSceneManager::VisibilityTerrainSceneManager(
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16 | GtpVisibility::VisibilityManager *visManager):
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17 | mVisibilityManager(visManager),
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18 | mRenderDepthPass(false),
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19 | mShowVisualization(false),
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20 | mRenderNodesForViz(false),
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21 | mRenderNodesContentForViz(false),
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22 | mVisualizeCulledNodes(false),
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23 | mSkipTransparents(false),
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24 | mDelayRenderTransparents(true),
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25 | mUseDepthPass(false),
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26 | mRenderItemBuffer(false),
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27 | mCurrentEntityId(0),
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28 | mEnableDepthWrite(true)
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29 | {
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30 | mHierarchyInterface = new OctreeHierarchyInterface(this, mDestRenderSystem);
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31 | mQueryManager = new PlatformQueryManager(mHierarchyInterface, mCurrentViewport);
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32 |
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33 | mVisibilityManager->SetQueryManager(mQueryManager);
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34 | //mDisplayNodes = true;
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35 | //mShowBoundingBoxes = true;
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36 |
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37 | // TODO: set maxdepth to reasonable value
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38 | mMaxDepth = 50;
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39 | }
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40 | //-----------------------------------------------------------------------
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41 | void VisibilityTerrainSceneManager::InitDepthPass()
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42 | {
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43 | MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass");
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44 |
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45 | if (depthMat.isNull())
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46 | {
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47 | // Init
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48 | depthMat = MaterialManager::getSingleton().create(
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49 | "Visibility/DepthPass",
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50 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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51 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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52 | mDepthPass->setColourWriteEnabled(false);
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53 | mDepthPass->setDepthWriteEnabled(true);
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54 | mDepthPass->setLightingEnabled(false);
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55 | }
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56 | else
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57 | {
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58 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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59 | }
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60 | }
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61 | //-----------------------------------------------------------------------
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62 | void VisibilityTerrainSceneManager::InitItemBufferPass()
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63 | {
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64 | MaterialPtr itemBufferMat = MaterialManager::getSingleton().
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65 | getByName("Visibility/ItemBufferPass");
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66 |
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67 | if (itemBufferMat.isNull())
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68 | {
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69 | // Init
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70 | itemBufferMat = MaterialManager::getSingleton().create("Visibility/ItemBufferPass",
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71 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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72 |
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73 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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74 | mItemBufferPass->setColourWriteEnabled(true);
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75 | mItemBufferPass->setDepthWriteEnabled(true);
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76 | mItemBufferPass->setLightingEnabled(true);
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77 | }
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78 | else
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79 | {
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80 | mItemBufferPass = itemBufferMat->getTechnique(0)->getPass(0);
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81 | }
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82 | mItemBufferPass->setAmbient(1, 1, 0);
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83 | }
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84 | //-----------------------------------------------------------------------
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85 | VisibilityTerrainSceneManager::~VisibilityTerrainSceneManager()
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86 | {
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87 | if (mHierarchyInterface)
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88 | {
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89 | delete mHierarchyInterface;
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90 | mHierarchyInterface = NULL;
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91 | }
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92 | if (mQueryManager)
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93 | {
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94 | delete mQueryManager;
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95 | mQueryManager = NULL;
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96 | }
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97 | }
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98 | //-----------------------------------------------------------------------
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99 | void VisibilityTerrainSceneManager::ShowVisualization(Camera *cam)
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100 | {
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101 | // add player camera for visualization purpose
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102 | try
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103 | {
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104 | Camera *c;
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105 | if ((c = getCamera("PlayerCam")) != NULL)
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106 | {
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107 | getRenderQueue()->addRenderable(c);
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108 | }
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109 | }
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110 | catch (...)
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111 | {
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112 | // ignore
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113 | }
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114 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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115 | {
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116 | getRenderQueue()->addRenderable(*it);
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117 | }
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118 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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119 | {
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120 | // change node material so it is better suited for visualization
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121 | MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial");
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122 | nodeMat->setAmbient(1, 1, 0);
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123 | nodeMat->setLightingEnabled(true);
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124 | nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
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125 |
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126 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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127 | {
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128 | if (mRenderNodesForViz)
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129 | {
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130 | //getRenderQueue()->addRenderable(*it);
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131 |
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132 | // addbounding boxes instead of node itself
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133 | (*it)->_addBoundingBoxToQueue(getRenderQueue());
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134 | }
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135 | if (mRenderNodesContentForViz)
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136 | {
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137 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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138 | }
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139 | }
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140 | }
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141 | }
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142 | //-----------------------------------------------------------------------
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143 | Pass *VisibilityTerrainSceneManager::setPass(Pass* pass)
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144 | {
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145 | //Pass *usedPass = ((mRenderDepthPass && !pass->hasVertexProgram()) ? mDepthPass : pass); // setting vertex program is not efficient
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146 |
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147 | // set depth fill pass only if depth write enabled
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148 | Pass *usedPass = (mRenderDepthPass && !mHierarchyInterface->IsBoundingBoxQuery() ?
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149 | mDepthPass : pass);
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150 |
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151 | IlluminationRenderStage savedStage = mIlluminationStage;
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152 |
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153 | // set illumination stage to NONE so no shadow material is used
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154 | // for depth pass or for occlusion query
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155 | if (mRenderDepthPass || mHierarchyInterface->IsBoundingBoxQuery())
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156 | {
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157 | mIlluminationStage = IRS_NONE;
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158 | }
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159 |
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160 | if (mRenderDepthPass)
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161 | {
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162 | // --- set vertex program of current pass so z-buffer is updated correctly
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163 | if (pass->hasVertexProgram())
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164 | {
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165 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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166 |
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167 | if (mDepthPass->hasVertexProgram())
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168 | {
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169 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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170 | // Load this program if not done already
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171 | if (!prg->isLoaded())
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172 | prg->load();
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173 | // Copy params
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174 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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175 | }
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176 | }
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177 | else if (mDepthPass->hasVertexProgram())
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178 | {
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179 | mDepthPass->setVertexProgram("");
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180 | }
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181 | }
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182 |
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183 | bool IsDepthWrite = usedPass->getDepthWriteEnabled();
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184 | // global option which enables / disables depth writes
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185 | if (!mEnableDepthWrite)
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186 | {
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187 | usedPass->setDepthWriteEnabled(false);
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188 | }
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189 |
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190 | //else if (mIsItemBufferPass) {usedPass = mItemBufferPass;}
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191 |
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192 | Pass *result = SceneManager::setPass(usedPass);
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193 |
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194 | // reset depth write
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195 | if (!mEnableDepthWrite)
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196 | {
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197 | usedPass->setDepthWriteEnabled(IsDepthWrite);
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198 | }
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199 |
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200 | // reset illumination stage
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201 | mIlluminationStage = savedStage;
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202 |
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203 | return result;
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204 | }
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205 | //-----------------------------------------------------------------------
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206 | void VisibilityTerrainSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
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207 | {
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208 | // needs full ambient lighting for item colors to be exact
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209 | /*if (mRenderItemBuffer)
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210 | { setAmbientLight(ColourValue(1,1,1,1)); }*/
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211 |
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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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215 | ShowVisualization(cam);
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216 | }
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217 |
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218 | //TerrainSceneManager::_findVisibleObjects(cam, onlyShadowCasters);
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219 |
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220 | mVisible.clear();
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221 | mBoxes.clear();
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222 |
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223 | // if there is no depth pass =>
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224 | // we interleave identification and rendering of objects
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225 | // in _renderVisibibleObjects
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226 |
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227 | // only shadow casters will be rendered in shadow texture pass
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228 | mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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229 |
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230 | bool leaveTransparentsInQueue = mDelayRenderTransparents && !mUseDepthPass;
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231 |
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232 | // possible two cameras (one for culling, one for rendering)
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233 | mHierarchyInterface->InitFrame(mOctree, cam, //mCameraInProgress,
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234 | mCullCamera ? getCamera("CullCamera") : NULL,
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235 | leaveTransparentsInQueue);
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236 | }
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237 | //-----------------------------------------------------------------------
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238 | void VisibilityTerrainSceneManager::_renderVisibleObjects()
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239 | {
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240 | // increase terrain renderlevel
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241 | int renderLevel = TerrainRenderable::getCurrentRenderLevelIndex() + 1;
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242 |
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243 | if (TerrainRenderable::getCurrentRenderLevelIndex() >= 10)
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244 | { // max. 10 different renderlevels
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245 | renderLevel = 0;
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246 | }
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247 |
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248 | // visualization: apply standard rendering
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249 | if (mShowVisualization)
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250 | {
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251 | TerrainSceneManager::_renderVisibleObjects();
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252 | TerrainRenderable::setCurrentRenderLevelIndex(renderLevel);
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253 | return;
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254 | }
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255 |
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256 | InitDepthPass(); // create material for depth pass
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257 | InitItemBufferPass(); // create material for item buffer pass
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258 |
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259 | //-- hierarchical culling
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260 | // the objects of different layers (e.g., background, scene,
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261 | // overlay) must be identified and rendered one after another
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262 |
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263 | // frame initialisation to reset culling manager stats
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264 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
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265 |
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266 | mSkipTransparents = false;
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267 |
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268 | //-- render background, in case there is one
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269 | clearSpecialCaseRenderQueues();
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270 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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271 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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272 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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273 |
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274 | TerrainSceneManager::_renderVisibleObjects();
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275 |
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276 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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277 | _deleteRenderedQueueGroups(false);
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278 | #endif
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279 |
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280 | //-- render visible objects (i.e., all but overlay and skies late)
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281 | clearSpecialCaseRenderQueues();
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282 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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283 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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284 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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285 |
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286 | // transparents are skipped from hierarchical rendering
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287 | // => they need sorting, thus we render them afterwards
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288 | mSkipTransparents = mDelayRenderTransparents;
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289 |
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290 | // set state for depth pass
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291 | mRenderDepthPass = mUseDepthPass;
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292 |
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293 | /**
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294 | * the hierarchical culling algorithm
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295 | * for depth pass: will just find objects and update depth buffer
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296 | * for delayed rendering: will render all but transparents
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297 | **/
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298 |
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299 | mVisibilityManager->ApplyVisibilityCulling();
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300 |
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301 | // delete remaining renderables from queue (or all but transparents)
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302 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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303 | _deleteRenderedQueueGroups(mSkipTransparents);
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304 | #endif
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305 |
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306 | // for depth pass: add visible nodes found with the visibility culling
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307 | if (mUseDepthPass)
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308 | {
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309 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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310 | {
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311 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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312 | }
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313 | mRenderDepthPass = false;
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314 | }
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315 |
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316 | mSkipTransparents = false;
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317 |
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318 | //-- now we can render all remaining queue objects
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319 | // for depth pass: all
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320 | // for delayed rendering: transparents, overlay
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321 | clearSpecialCaseRenderQueues();
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322 | TerrainSceneManager::_renderVisibleObjects();
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323 |
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324 | TerrainRenderable::setCurrentRenderLevelIndex(renderLevel);
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325 | getRenderQueue()->clear();
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326 | //WriteLog(); // write out stats
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327 | }
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328 |
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329 | //-----------------------------------------------------------------------
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330 | void VisibilityTerrainSceneManager::_updateSceneGraph(Camera* cam)
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331 | {
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332 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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333 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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334 |
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335 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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336 | mHierarchyInterface->SetNumOctreeNodes(mNumOctreeNodes);
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337 | #endif
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338 | TerrainSceneManager::_updateSceneGraph(cam);
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339 | }
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340 | //-----------------------------------------------------------------------
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341 | bool VisibilityTerrainSceneManager::setOption(const String & key, const void * val)
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342 | {
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343 | if (key == "UseDepthPass")
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344 | {
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345 | mUseDepthPass = (*static_cast<const bool *>(val));
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346 | return true;
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347 | }
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348 | if (key == "ShowVisualization")
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349 | {
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350 | mShowVisualization = (*static_cast<const bool *>(val));
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351 | return true;
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352 | }
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353 | if (key == "RenderNodesForViz")
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354 | {
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355 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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356 | return true;
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357 | }
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358 | if (key == "RenderNodesContentForViz")
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359 | {
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360 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
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361 | return true;
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362 | }
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363 | if (key == "SkyBoxEnabled")
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364 | {
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365 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
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366 | return true;
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367 | }
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368 | if (key == "SkyPlaneEnabled")
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369 | {
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370 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
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371 | return true;
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372 | }
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373 | if (key == "SkyDomeEnabled")
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374 | {
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375 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
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376 | return true;
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377 | }
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378 | if (key == "VisualizeCulledNodes")
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379 | {
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380 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
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381 | return true;
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382 | }
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383 | if (key == "DelayRenderTransparents")
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384 | {
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385 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
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386 | return true;
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387 | }
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388 | // notifiy that frame has ended so terrain render level can be reset for correct
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389 | // terrain rendering
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390 | if (key == "TerrainLevelIdx")
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391 | {
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392 | TerrainRenderable::setCurrentRenderLevelIndex((*static_cast<const int *>(val)));
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393 | return true;
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394 | }
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395 | if (key == "DepthWrite")
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396 | {
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397 | mEnableDepthWrite = (*static_cast<const bool *>(val));
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398 | return true;
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399 | }
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400 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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401 | setOption(key, val) || TerrainSceneManager::setOption(key, val);
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402 | }
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403 | //-----------------------------------------------------------------------
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404 | bool VisibilityTerrainSceneManager::getOption(const String & key, void *val)
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405 | {
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406 | if (key == "NumHierarchyNodes")
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407 | {
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408 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctreeNodes;
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409 | return true;
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410 | }
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411 |
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412 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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413 | getOption(key, val) && TerrainSceneManager::getOption(key, val);
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414 | }
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415 | //-----------------------------------------------------------------------
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416 | bool VisibilityTerrainSceneManager::getOptionValues(const String & key, StringVector &refValueList)
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417 | {
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418 | return TerrainSceneManager::getOptionValues( key, refValueList);
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419 | }
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420 | //-----------------------------------------------------------------------
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421 | bool VisibilityTerrainSceneManager::getOptionKeys(StringVector & refKeys)
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422 | {
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423 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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424 | getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys);
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425 | }
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426 | //-----------------------------------------------------------------------
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427 | void VisibilityTerrainSceneManager::setVisibilityManager(GtpVisibility::VisibilityManager *visManager)
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428 | {
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429 | mVisibilityManager = visManager;
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430 | }
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431 | //-----------------------------------------------------------------------
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432 | GtpVisibility::VisibilityManager *VisibilityTerrainSceneManager::getVisibilityManager( void )
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433 | {
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434 | return mVisibilityManager;
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435 | }
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436 | //-----------------------------------------------------------------------
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437 | void VisibilityTerrainSceneManager::WriteLog()
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438 | {
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439 | std::stringstream d;
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440 |
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441 | d << "Depth pass: " << StringConverter::toString(mUseDepthPass) << ", "
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442 | << "Delay transparents: " << StringConverter::toString(mDelayRenderTransparents) << ", "
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443 | << "Use optimization: " << StringConverter::toString(mHierarchyInterface->GetUseOptimization()) << ", "
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444 | << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", "
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445 | << "Hierarchy nodes: " << mNumOctreeNodes << ", "
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446 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
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447 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
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448 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
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449 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
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450 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << "\n";
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451 |
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452 | LogManager::getSingleton().logMessage(d.str());
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453 | }
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454 | //-----------------------------------------------------------------------
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455 | void VisibilityTerrainSceneManager::renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
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456 | bool doLightIteration, const LightList* manualLightList)
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457 | {
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458 | // for correct rendering, transparents must be rendered after hierarchical culling
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459 | if (!mSkipTransparents)
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460 | {
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461 | OctreeSceneManager::renderObjects(objs, doLightIteration, manualLightList);
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462 | }
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463 | }
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464 | //-----------------------------------------------------------------------
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465 | bool VisibilityTerrainSceneManager::validatePassForRendering(Pass* pass)
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466 | {
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467 | // skip all but first pass if we are doing the depth pass
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468 | if ((mRenderDepthPass || mRenderItemBuffer) && pass->getIndex() > 0)
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469 | {
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470 | return false;
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471 | }
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472 | return SceneManager::validatePassForRendering(pass);
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473 | }
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474 | //-----------------------------------------------------------------------
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475 | void VisibilityTerrainSceneManager::renderQueueGroupObjects(RenderQueueGroup* pGroup)
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476 | {
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477 | if (!mRenderItemBuffer)
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478 | {
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479 | TerrainSceneManager::renderQueueGroupObjects(pGroup);
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480 | return;
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481 | }
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482 |
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483 | //--- item buffer
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484 | // Iterate through priorities
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485 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
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486 |
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487 | while (groupIt.hasMoreElements())
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488 | {
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489 | RenderItemBuffer(groupIt.getNext());
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490 | }
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491 | }
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492 | //-----------------------------------------------------------------------
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493 | void VisibilityTerrainSceneManager::RenderItemBuffer(RenderPriorityGroup* pGroup)
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494 | {
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495 | // Do solids
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496 | RenderPriorityGroup::SolidRenderablePassMap solidObjs = pGroup->_getSolidPasses();
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497 |
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498 | // ----- SOLIDS LOOP -----
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499 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
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500 | ipassend = solidObjs.end();
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501 |
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502 | for (ipass = solidObjs.begin(); ipass != ipassend; ++ipass)
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503 | {
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504 | // Fast bypass if this group is now empty
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505 | if (ipass->second->empty())
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506 | continue;
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507 |
|
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508 | // Render only first pass
|
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509 | if (ipass->first->getIndex() > 0)
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510 | continue;
|
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511 |
|
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512 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
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513 |
|
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514 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
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515 | irendend = rendList->end();
|
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516 |
|
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517 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
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518 | {
|
---|
519 | std::stringstream d; d << "itembuffer, pass name: " <<
|
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520 | ipass->first->getParent()->getParent()->getName();
|
---|
521 | //<< ", renderable name: " << irend->
|
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522 |
|
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523 | LogManager::getSingleton().logMessage(d.str());
|
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524 |
|
---|
525 | //if(ipass->first->getParent()->getParent()->getName() == "Examples/Athene")
|
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526 | //<< ", renderable name: " << irend->
|
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527 | RenderSingleObjectForItemBuffer(*irend, ipass->first);
|
---|
528 | //RenderSingleObjectForOcclusionQuery(
|
---|
529 | }
|
---|
530 | }
|
---|
531 |
|
---|
532 | // ----- TRANSPARENT LOOP: must be handled differently
|
---|
533 | // although we don't really care about transparents for the item buffer
|
---|
534 | // TODO: HOW TO HANDLE OCCLUDED OBJECTS ????
|
---|
535 | RenderPriorityGroup::TransparentRenderablePassList
|
---|
536 | transpObjs = pGroup->_getTransparentPasses();
|
---|
537 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator itrans, itransend;
|
---|
538 |
|
---|
539 | itransend = transpObjs.end();
|
---|
540 | for (itrans = transpObjs.begin(); itrans != itransend; ++itrans)
|
---|
541 | {
|
---|
542 | // like for solids, render only first pass
|
---|
543 | if (itrans->pass->getIndex() == 0)
|
---|
544 | {
|
---|
545 | RenderSingleObjectForItemBuffer(itrans->renderable, itrans->pass);
|
---|
546 | }
|
---|
547 | }
|
---|
548 | }
|
---|
549 | //-----------------------------------------------------------------------
|
---|
550 | void VisibilityTerrainSceneManager::RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass)
|
---|
551 | {
|
---|
552 | static LightList nullLightList;
|
---|
553 |
|
---|
554 | Real col = (Real)rend->getId() / (Real)mCurrentEntityId;
|
---|
555 |
|
---|
556 | mItemBufferPass->setAmbient(ColourValue(0, 1, 1));
|
---|
557 | //mItemBufferPass->setDiffuse(ColourValue(0, col, 0));
|
---|
558 | // mItemBufferPass->setSpecular(ColourValue(0, col, 0));
|
---|
559 | // mItemBufferPass->_load();
|
---|
560 |
|
---|
561 | // set vertex program of current pass
|
---|
562 | if (pass->hasVertexProgram())
|
---|
563 | {
|
---|
564 | mItemBufferPass->setVertexProgram(pass->getVertexProgramName());
|
---|
565 |
|
---|
566 | if (mItemBufferPass->hasVertexProgram())
|
---|
567 | {
|
---|
568 | const GpuProgramPtr& prg = mItemBufferPass->getVertexProgram();
|
---|
569 | // Load this program if not done already
|
---|
570 | if (!prg->isLoaded())
|
---|
571 | prg->load();
|
---|
572 | // Copy params
|
---|
573 | mItemBufferPass->setVertexProgramParameters(pass->getVertexProgramParameters());
|
---|
574 | }
|
---|
575 | }
|
---|
576 | else if (mItemBufferPass->hasVertexProgram())
|
---|
577 | {
|
---|
578 | mItemBufferPass->setVertexProgram("");
|
---|
579 | }
|
---|
580 |
|
---|
581 | //LogManager::getSingleton().logMessage("has vertex program");
|
---|
582 | Pass *usedPass = setPass(mItemBufferPass);
|
---|
583 | //Pass *usedPass = setPass(pass);
|
---|
584 | std::stringstream d;
|
---|
585 | d << "item buffer id: " << rend->getId() << ", col: " << col;
|
---|
586 | LogManager::getSingleton().logMessage(d.str());
|
---|
587 |
|
---|
588 | // Render a single object, this will set up auto params if required
|
---|
589 | renderSingleObject(rend, usedPass, false, &nullLightList);
|
---|
590 | }
|
---|
591 | //-----------------------------------------------------------------------
|
---|
592 | GtpVisibility::VisibilityManager *VisibilityTerrainSceneManager::GetVisibilityManager()
|
---|
593 | {
|
---|
594 | return mVisibilityManager;
|
---|
595 | }
|
---|
596 | //-----------------------------------------------------------------------
|
---|
597 | Entity* VisibilityTerrainSceneManager::createEntity(const String& entityName,
|
---|
598 | const String& meshName)
|
---|
599 | {
|
---|
600 | Entity *ent = SceneManager::createEntity(entityName, meshName);
|
---|
601 |
|
---|
602 | for (int i = 0; i < (int)ent->getNumSubEntities(); ++i)
|
---|
603 | {
|
---|
604 | ent->getSubEntity(i)->setId(mCurrentEntityId ++);
|
---|
605 | }
|
---|
606 |
|
---|
607 | return ent;
|
---|
608 | }
|
---|
609 |
|
---|
610 | } // namespace Ogre
|
---|