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 |
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10 |
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11 | namespace Ogre {
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12 |
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13 | //-----------------------------------------------------------------------
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14 | VisibilityTerrainSceneManager::VisibilityTerrainSceneManager(
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15 | GtpVisibility::VisibilityManager *visManager):
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16 | mVisibilityManager(visManager),
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17 | mUseDepthPass(false),
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18 | mIsDepthPass(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 | {
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26 | mHierarchyInterface =
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27 | new OctreeHierarchyInterface(this, mDestRenderSystem);
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28 |
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29 | //mDisplayNodes = true;
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30 | //mShowBoundingBoxes = true;
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31 |
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32 | // TODO: set maxdepth to reasonable value
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33 | mMaxDepth = 50;
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34 | // create material for depth pass
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35 | CreateDepthPass();
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36 | }
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37 | //-----------------------------------------------------------------------
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38 | void VisibilityTerrainSceneManager::CreateDepthPass()
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39 | {
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40 | MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass");
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41 |
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42 | if (depthMat.isNull())
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43 | {
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44 | // Init
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45 | depthMat = MaterialManager::getSingleton().create(
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46 | "Visibility/DepthPass",
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47 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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48 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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49 | mDepthPass->setColourWriteEnabled(false);
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50 | mDepthPass->setDepthWriteEnabled(true);
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51 | mDepthPass->setLightingEnabled(false);
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52 | }
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53 | else
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54 | {
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55 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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56 | }
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57 | }
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58 | //-----------------------------------------------------------------------
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59 | VisibilityTerrainSceneManager::~VisibilityTerrainSceneManager()
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60 | {
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61 | delete mHierarchyInterface;
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62 | }
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63 | //-----------------------------------------------------------------------
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64 | Pass *VisibilityTerrainSceneManager::setPass(Pass* pass)
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65 | {
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66 | // setting vertex program is not efficient
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67 | //Pass *usedPass = ((mIsDepthPass && !pass->hasVertexProgram()) ? mDepthPass : pass);
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68 | Pass *usedPass = (mIsDepthPass ? mDepthPass : pass);
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69 |
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70 | if (mIsDepthPass)
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71 | {
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72 | // set vertex program of current pass
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73 | if (pass->hasVertexProgram())
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74 | {
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75 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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76 |
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77 | if (mDepthPass->hasVertexProgram())
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78 | {
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79 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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80 | // Load this program if not done already
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81 | if (!prg->isLoaded())
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82 | prg->load();
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83 | // Copy params
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84 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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85 | }
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86 | }
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87 | else if (mDepthPass->hasVertexProgram())
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88 | {
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89 | mDepthPass->setVertexProgram("");
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90 | }
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91 | }
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92 |
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93 | TerrainSceneManager::setPass(usedPass);
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94 |
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95 | return usedPass;
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96 | }
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97 | //-----------------------------------------------------------------------
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98 | void VisibilityTerrainSceneManager::ShowVisualization(Camera *cam)
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99 | {
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100 | // add player camera for visualization purpose
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101 | try {
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102 | Camera *c;
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103 | if ((c = getCamera("PlayerCam")) != NULL)
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104 | {
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105 | getRenderQueue()->addRenderable(c);
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106 | }
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107 | }
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108 | catch(...)
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109 | {
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110 | // ignore
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111 | }
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112 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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113 | {
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114 | getRenderQueue()->addRenderable(*it);
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115 | }
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116 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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117 | {
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118 | // change node material so it is better suited for visualization
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119 | MaterialPtr nodeMat = MaterialManager::getSingleton().getByName("Core/NodeMaterial");
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120 | nodeMat->setAmbient(1, 1, 0);
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121 | nodeMat->setLightingEnabled(true);
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122 | nodeMat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
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123 |
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124 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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125 | {
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126 |
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127 | if (mRenderNodesForViz)
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128 | {
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129 | getRenderQueue()->addRenderable(*it);
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130 | // addbounding boxes instead of node itself
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131 | //(*it)->_addBoundingBoxToQueue(getRenderQueue());
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132 | }
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133 | if (mRenderNodesContentForViz)
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134 | {
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135 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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136 | }
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137 | }
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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 | void VisibilityTerrainSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
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143 | {
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144 | //-- show visible scene nodes and octree bounding boxes from last frame
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145 | if (mShowVisualization)
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146 | {
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147 | ShowVisualization(cam);
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148 | }
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149 | else
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150 | {
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151 | mVisible.clear();
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152 | mBoxes.clear();
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153 |
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154 | // if there is no depth pass =>
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155 | // we interleave identification and rendering of objects
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156 | // in _renderVisibibleObjects
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157 |
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158 | // only shadow casters will be rendered in shadow texture pass
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159 | mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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160 | }
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161 | }
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162 | //-----------------------------------------------------------------------
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163 | void VisibilityTerrainSceneManager::_renderVisibleObjects()
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164 | {
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165 | // visualization: apply standard rendering
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166 | if (mShowVisualization)
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167 | {
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168 | TerrainSceneManager::_renderVisibleObjects();
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169 | return;
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170 | }
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171 |
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172 |
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173 | //-- hierarchical culling
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174 | // the objects of different layers (e.g., background, scene,
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175 | // overlay) must be identified and rendered one after another
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176 |
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177 | bool leaveTransparentsInQueue = mDelayRenderTransparents && !mUseDepthPass;
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178 |
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179 | // possible two cameras (one for culling, one for rendering)
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180 | mHierarchyInterface->InitFrame(mOctree, mCameraInProgress,
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181 | mCullCamera ? getCamera("CullCamera") : NULL,
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182 | leaveTransparentsInQueue);
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183 |
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184 | // call initframe to reset culling manager stats
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185 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
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186 |
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187 | mSkipTransparents = false;
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188 |
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189 | //-- render background, in case there is one
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190 | clearSpecialCaseRenderQueues();
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191 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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192 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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193 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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194 |
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195 | SceneManager::_renderVisibleObjects();
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196 |
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197 |
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198 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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199 | _deleteRenderedQueueGroups(false);
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200 | #endif
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201 |
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202 | //-- render visible objects (i.e., all but overlay and skies late)
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203 | clearSpecialCaseRenderQueues();
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204 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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205 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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206 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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207 |
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208 | // transparents are skipped from hierarchical rendering
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209 | // => they need sorting, thus we render them afterwards
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210 | mSkipTransparents = mDelayRenderTransparents;
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211 |
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212 | // set state for depth pass
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213 | mIsDepthPass = mUseDepthPass;
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214 |
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215 | /**
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216 | * the hierarchical culling algorithm
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217 | * for depth pass: will just find objects and update depth buffer
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218 | * for delayed rendering: will render all but transparents
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219 | **/
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220 |
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221 | mVisibilityManager->ApplyVisibilityCulling();
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222 |
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223 |
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224 | // for depth pass: add visible nodes found with the visibility culling
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225 | if (mUseDepthPass)
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226 | {
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227 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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228 | {
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229 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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230 | }
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231 | mIsDepthPass = false;
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232 | }
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233 | mSkipTransparents = false;
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234 |
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235 | //-- now we can render all remaining queue objects
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236 | // for depth pass: all
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237 | // for delayed rendering: transparents, overlay
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238 | clearSpecialCaseRenderQueues();
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239 | SceneManager::_renderVisibleObjects();
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240 |
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241 | //WriteLog(); // write out stats
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242 | }
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243 | //-----------------------------------------------------------------------
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244 | void VisibilityTerrainSceneManager::_updateSceneGraph(Camera* cam)
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245 | {
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246 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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247 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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248 |
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249 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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250 | mHierarchyInterface->SetNumOctreeNodes(mNumOctreeNodes);
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251 | #endif
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252 | TerrainSceneManager::_updateSceneGraph(cam);
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253 | }
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254 | //-----------------------------------------------------------------------
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255 | bool VisibilityTerrainSceneManager::setOption(const String & key, const void * val)
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256 | {
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257 | if (key == "UseDepthPass")
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258 | {
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259 | mUseDepthPass = (*static_cast<const bool *>(val));
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260 | return true;
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261 | }
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262 | if (key == "ShowVisualization")
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263 | {
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264 | mShowVisualization = (*static_cast<const bool *>(val));
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265 | return true;
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266 | }
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267 | if (key == "RenderNodesForViz")
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268 | {
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269 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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270 | return true;
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271 | }
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272 | if (key == "RenderNodesContentForViz")
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273 | {
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274 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
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275 | return true;
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276 | }
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277 | if (key == "SkyBoxEnabled")
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278 | {
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279 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
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280 | return true;
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281 | }
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282 | if (key == "SkyPlaneEnabled")
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283 | {
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284 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
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285 | return true;
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286 | }
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287 | if (key == "SkyDomeEnabled")
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288 | {
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289 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
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290 | return true;
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291 | }
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292 | if (key == "VisualizeCulledNodes")
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293 | {
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294 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
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295 | return true;
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296 | }
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297 | if (key == "DelayRenderTransparents")
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298 | {
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299 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
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300 | return true;
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301 | }
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302 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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303 | setOption(key, val) || TerrainSceneManager::setOption(key, val);
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304 | }
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305 | //-----------------------------------------------------------------------
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306 | bool VisibilityTerrainSceneManager::getOption(const String & key, void *val)
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307 | {
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308 | if (key == "NumHierarchyNodes")
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309 | {
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310 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctreeNodes;
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311 | return true;
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312 | }
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313 |
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314 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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315 | getOption(key, val) && TerrainSceneManager::getOption(key, val);
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316 | }
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317 | //-----------------------------------------------------------------------
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318 | bool VisibilityTerrainSceneManager::getOptionValues(const String & key, StringVector &refValueList)
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319 | {
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320 | return TerrainSceneManager::getOptionValues( key, refValueList);
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321 | }
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322 | //-----------------------------------------------------------------------
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323 | bool VisibilityTerrainSceneManager::getOptionKeys(StringVector & refKeys)
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324 | {
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325 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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326 | getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys);
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327 | }
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328 | //-----------------------------------------------------------------------
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329 | void VisibilityTerrainSceneManager::setVisibilityManager(GtpVisibility::VisibilityManager *visManager)
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330 | {
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331 | mVisibilityManager = visManager;
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332 | }
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333 | //-----------------------------------------------------------------------
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334 | GtpVisibility::VisibilityManager *VisibilityTerrainSceneManager::getVisibilityManager( void )
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335 | {
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336 | return mVisibilityManager;
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337 | }
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338 | //-----------------------------------------------------------------------
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339 | void VisibilityTerrainSceneManager::WriteLog()
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340 | {
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341 | std::stringstream d;
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342 |
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343 | d << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", "
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344 | << "Hierarchy nodes: " << mNumOctreeNodes << ", "
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345 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
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346 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
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347 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
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348 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
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349 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << "\n";
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350 |
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351 | LogManager::getSingleton().logMessage(d.str());
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352 | }
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353 | //-----------------------------------------------------------------------
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354 | void VisibilityTerrainSceneManager::renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
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355 | bool doLightIteration, const LightList* manualLightList)
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356 | {
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357 | if (!mSkipTransparents)
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358 | {
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359 | OctreeSceneManager::renderObjects(objs, doLightIteration, manualLightList);
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360 | }
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361 | }
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362 |
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363 | } // namespace Ogre
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