1 | #include "OgreVisibilityTerrainSceneManager.h"
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2 | #include "OgreOctreeHierarchyInterface.h"
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3 | #include "OgreVisibilityOptionsManager.h"
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4 | #include <OgreMath.h>
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5 | #include <OgreIteratorWrappers.h>
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6 | #include <OgreRenderSystem.h>
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7 | #include <OgreCamera.h>
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8 | #include <OgreLogManager.h>
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9 | #include <OgreStringConverter.h>
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10 |
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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 | mUseDepthPass(false),
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19 | mIsDepthPass(false),
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20 | mShowVisualization(false),
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21 | mRenderNodesForViz(false),
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22 | mRenderNodesContentForViz(false),
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23 | mVisualizeCulledNodes(false),
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24 | mSkipTransparents(false),
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25 | mDelayRenderTransparents(true)
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26 | {
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27 | mHierarchyInterface =
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28 | new OctreeHierarchyInterface(this, mDestRenderSystem);
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29 |
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30 | //mDisplayNodes = true;
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31 | //mShowBoundingBoxes = true;
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32 |
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33 | // TODO: set maxdepth to reasonable value
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34 | mMaxDepth = 50;
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35 | // create material for depth pass
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36 | CreateDepthPass();
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37 | }
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38 | //-----------------------------------------------------------------------
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39 | void VisibilityTerrainSceneManager::CreateDepthPass()
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40 | {
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41 | MaterialPtr depthMat = MaterialManager::getSingleton().getByName("Visibility/DepthPass");
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42 |
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43 | if (depthMat.isNull())
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44 | {
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45 | // Init
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46 | depthMat = MaterialManager::getSingleton().create(
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47 | "Visibility/DepthPass",
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48 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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49 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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50 | mDepthPass->setColourWriteEnabled(false);
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51 | mDepthPass->setDepthWriteEnabled(true);
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52 | mDepthPass->setLightingEnabled(false);
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53 | //depthMat->load();
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54 | }
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55 | else
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56 | {
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57 | mDepthPass = depthMat->getTechnique(0)->getPass(0);
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58 | }
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59 | }
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60 | //-----------------------------------------------------------------------
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61 | VisibilityTerrainSceneManager::~VisibilityTerrainSceneManager()
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62 | {
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63 | delete mHierarchyInterface;
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64 | }
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65 | //-----------------------------------------------------------------------
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66 | Pass *VisibilityTerrainSceneManager::setPass(Pass* pass)
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67 | {
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68 | // setting vertex program is not efficient
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69 | //Pass *usedPass = ((mIsDepthPass && !pass->hasVertexProgram()) ? mDepthPass : pass);
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70 | Pass *usedPass = (mIsDepthPass ? mDepthPass : pass);
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71 |
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72 | if (mIsDepthPass)
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73 | {
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74 | // set vertex program of current pass
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75 | if (pass->hasVertexProgram())
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76 | {
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77 | mDepthPass->setVertexProgram(pass->getVertexProgramName());
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78 |
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79 | if (mDepthPass->hasVertexProgram())
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80 | {
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81 | const GpuProgramPtr& prg = mDepthPass->getVertexProgram();
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82 | // Load this program if not done already
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83 | if (!prg->isLoaded())
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84 | prg->load();
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85 | // Copy params
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86 | mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters());
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87 | }
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88 | }
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89 | else if (mDepthPass->hasVertexProgram())
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90 | {
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91 | mDepthPass->setVertexProgram("");
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92 | }
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93 | }
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94 |
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95 | TerrainSceneManager::setPass(usedPass);
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96 |
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97 | return usedPass;
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98 | }
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99 | //-----------------------------------------------------------------------
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100 | void VisibilityTerrainSceneManager::ShowVisualization(Camera *cam)
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101 | {
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102 | // add player camera for visualization purpose
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103 | try {
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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 |
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115 | if (mRenderNodesForViz || mRenderNodesContentForViz)
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116 | {
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117 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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118 | {
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119 | if (mRenderNodesForViz)
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120 | {
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121 | //getRenderQueue()->addRenderable(*it);
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122 | // addbounding boxes instead of node itself
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123 | (*it)->_addBoundingBoxToQueue(getRenderQueue());
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124 | }
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125 | if (mRenderNodesContentForViz)
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126 | {
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127 | (*it)->_addToRenderQueue(cam, getRenderQueue(), false);
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128 | }
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129 | }
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130 | }
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131 | for (BoxList::iterator it = mBoxes.begin(); it != mBoxes.end(); ++it)
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132 | {
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133 | getRenderQueue()->addRenderable(*it);
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134 | }
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135 | }
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136 | //-----------------------------------------------------------------------
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137 | void VisibilityTerrainSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
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138 | {
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139 | //-- show visible scene nodes and octree bounding boxes from last frame
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140 | if (mShowVisualization)
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141 | {
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142 | ShowVisualization(cam);
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143 | }
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144 | else
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145 | {
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146 | mVisible.clear();
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147 | mBoxes.clear();
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148 |
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149 | // if there is no depth pass =>
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150 | // we interleave identification and rendering of objects
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151 | // in _renderVisibibleObjects
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152 |
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153 | // only shadow casters will be rendered in shadow texture pass
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154 | mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);
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155 | }
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156 | }
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157 | //-----------------------------------------------------------------------
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158 | void VisibilityTerrainSceneManager::_renderVisibleObjects()
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159 | {
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160 | // visualization: apply standard rendering
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161 | if (mShowVisualization)
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162 | {
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163 | TerrainSceneManager::_renderVisibleObjects();
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164 | return;
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165 | }
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166 |
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167 |
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168 | //-- hierarchical culling
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169 | // the objects of different layers (e.g., background, scene,
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170 | // overlay) must be identified and rendered one after another
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171 |
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172 | bool leaveTransparentsInQueue = mDelayRenderTransparents && !mUseDepthPass;
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173 |
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174 | // possible two cameras (one for culling, one for rendering)
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175 | mHierarchyInterface->InitFrame(mOctree, mCameraInProgress,
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176 | mCullCamera ? getCamera("CullCamera") : NULL,
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177 | leaveTransparentsInQueue);
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178 |
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179 | // call initframe to reset culling manager stats
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180 | mVisibilityManager->GetCullingManager()->InitFrame(mVisualizeCulledNodes);
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181 |
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182 | mSkipTransparents = false;
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183 |
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184 | //-- render background, in case there is one
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185 | clearSpecialCaseRenderQueues();
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186 | addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);
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187 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);
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188 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_INCLUDE);
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189 |
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190 | SceneManager::_renderVisibleObjects();
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191 |
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192 |
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193 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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194 | _deleteRenderedQueueGroups(false);
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195 | #endif
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196 |
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197 | //-- render visible objects (i.e., all but overlay and skies late)
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198 | clearSpecialCaseRenderQueues();
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199 | addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);
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200 | addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);
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201 | setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);
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202 |
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203 | // transparents are skipped from hierarchical rendering
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204 | // => they need sorting, thus we render them afterwards
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205 | mSkipTransparents = mDelayRenderTransparents;
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206 |
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207 | // set state for depth pass
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208 | mIsDepthPass = mUseDepthPass;
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209 |
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210 | /**
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211 | * the hierarchical culling algorithm
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212 | * for depth pass: will just find objects and update depth buffer
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213 | * for delayed rendering: will render all but transparents
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214 | **/
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215 |
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216 | mVisibilityManager->ApplyVisibilityCulling();
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217 |
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218 |
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219 | // for depth pass: add visible nodes found with the visibility culling
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220 | if (mUseDepthPass)
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221 | {
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222 | for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it)
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223 | {
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224 | (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);
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225 | }
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226 | mIsDepthPass = false;
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227 | }
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228 | mSkipTransparents = false;
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229 |
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230 | //-- now we can render all remaining queue objects
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231 | // for depth pass: all
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232 | // for delayed rendering: transparents, overlay
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233 | clearSpecialCaseRenderQueues();
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234 | SceneManager::_renderVisibleObjects();
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235 |
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236 | //WriteLog(); // write out stats
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237 | }
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238 | //-----------------------------------------------------------------------
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239 | void VisibilityTerrainSceneManager::_updateSceneGraph(Camera* cam)
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240 | {
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241 | mVisibilityManager->GetCullingManager()->SetHierarchyInterface(mHierarchyInterface);
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242 | mHierarchyInterface->SetRenderSystem(mDestRenderSystem);
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243 |
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244 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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245 | mHierarchyInterface->SetNumOctreeNodes(mNumOctreeNodes);
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246 | #endif
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247 | TerrainSceneManager::_updateSceneGraph(cam);
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248 | }
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249 | //-----------------------------------------------------------------------
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250 | bool VisibilityTerrainSceneManager::setOption(const String & key, const void * val)
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251 | {
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252 | if (key == "UseDepthPass")
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253 | {
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254 | mUseDepthPass = (*static_cast<const bool *>(val));
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255 | return true;
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256 | }
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257 | if (key == "ShowVisualization")
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258 | {
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259 | mShowVisualization = (*static_cast<const bool *>(val));
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260 | return true;
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261 | }
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262 | if (key == "RenderNodesForViz")
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263 | {
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264 | mRenderNodesForViz = (*static_cast<const bool *>(val));
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265 | return true;
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266 | }
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267 | if (key == "RenderNodesContentForViz")
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268 | {
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269 | mRenderNodesContentForViz = (*static_cast<const bool *>(val));
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270 | return true;
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271 | }
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272 | if (key == "SkyBoxEnabled")
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273 | {
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274 | mSkyBoxEnabled = (*static_cast<const bool *>(val));
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275 | return true;
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276 | }
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277 | if (key == "SkyPlaneEnabled")
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278 | {
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279 | mSkyPlaneEnabled = (*static_cast<const bool *>(val));
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280 | return true;
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281 | }
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282 | if (key == "SkyDomeEnabled")
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283 | {
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284 | mSkyDomeEnabled = (*static_cast<const bool *>(val));
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285 | return true;
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286 | }
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287 | if (key == "VisualizeCulledNodes")
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288 | {
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289 | mVisualizeCulledNodes = (*static_cast<const bool *>(val));
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290 | return true;
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291 | }
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292 | if (key == "DelayRenderTransparents")
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293 | {
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294 | mDelayRenderTransparents = (*static_cast<const bool *>(val));
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295 | return true;
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296 | }
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297 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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298 | setOption(key, val) || TerrainSceneManager::setOption(key, val);
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299 | }
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300 | //-----------------------------------------------------------------------
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301 | bool VisibilityTerrainSceneManager::getOption(const String & key, void *val)
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302 | {
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303 | if (key == "NumHierarchyNodes")
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304 | {
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305 | * static_cast<unsigned int *>(val) = (unsigned int)mNumOctreeNodes;
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306 | return true;
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307 | }
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308 |
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309 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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310 | getOption(key, val) && TerrainSceneManager::getOption(key, val);
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311 | }
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312 | //-----------------------------------------------------------------------
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313 | bool VisibilityTerrainSceneManager::getOptionValues(const String & key, StringVector &refValueList)
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314 | {
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315 | return TerrainSceneManager::getOptionValues( key, refValueList);
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316 | }
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317 | //-----------------------------------------------------------------------
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318 | bool VisibilityTerrainSceneManager::getOptionKeys(StringVector & refKeys)
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319 | {
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320 | return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface).
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321 | getOptionKeys(refKeys) || TerrainSceneManager::getOptionKeys(refKeys);
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322 | }
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323 | //-----------------------------------------------------------------------
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324 | void VisibilityTerrainSceneManager::setVisibilityManager(GtpVisibility::VisibilityManager *visManager)
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325 | {
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326 | mVisibilityManager = visManager;
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327 | }
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328 | //-----------------------------------------------------------------------
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329 | GtpVisibility::VisibilityManager *VisibilityTerrainSceneManager::getVisibilityManager( void )
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330 | {
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331 | return mVisibilityManager;
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332 | }
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333 | //-----------------------------------------------------------------------
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334 | void VisibilityTerrainSceneManager::WriteLog()
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335 | {
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336 | std::stringstream d;
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337 |
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338 | d << "Algorithm type: " << mVisibilityManager->GetCullingManagerType() << ", "
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339 | << "Hierarchy nodes: " << mNumOctreeNodes << ", "
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340 | << "Traversed nodes: " << mHierarchyInterface->GetNumTraversedNodes() << ", "
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341 | << "Rendered nodes: " << mHierarchyInterface->GetNumRenderedNodes() << ", "
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342 | << "Query culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumQueryCulledNodes() << ", "
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343 | << "Frustum culled nodes: " << mVisibilityManager->GetCullingManager()->GetNumFrustumCulledNodes() << ", "
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344 | << "Queries issued: " << mVisibilityManager->GetCullingManager()->GetNumQueriesIssued() << "\n";
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345 |
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346 | LogManager::getSingleton().logMessage(d.str());
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347 | }
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348 | //-----------------------------------------------------------------------
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349 | void VisibilityTerrainSceneManager::renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
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350 | bool doLightIteration, const LightList* manualLightList)
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351 | {
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352 | if (!mSkipTransparents)
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353 | {
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354 | OctreeSceneManager::renderObjects(objs, doLightIteration, manualLightList);
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355 | }
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356 | }
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357 |
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358 | } // namespace Ogre
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