[131] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://ogre.sourceforge.net/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #include "OgreStableHeaders.h"
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| 26 |
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| 27 | #include "OgreSceneManager.h"
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| 28 |
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| 29 | #include "OgreCamera.h"
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| 30 | #include "OgreRenderSystem.h"
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| 31 | #include "OgreMeshManager.h"
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| 32 | #include "OgreMesh.h"
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| 33 | #include "OgreSubMesh.h"
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| 34 | #include "OgreEntity.h"
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| 35 | #include "OgreSubEntity.h"
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| 36 | #include "OgreLight.h"
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| 37 | #include "OgreMath.h"
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| 38 | #include "OgreControllerManager.h"
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| 39 | #include "OgreMaterialManager.h"
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| 40 | #include "OgreAnimation.h"
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| 41 | #include "OgreAnimationTrack.h"
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| 42 | #include "OgreRenderQueueSortingGrouping.h"
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| 43 | #include "OgreOverlay.h"
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| 44 | #include "OgreOverlayManager.h"
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| 45 | #include "OgreStringConverter.h"
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| 46 | #include "OgreRenderQueueListener.h"
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| 47 | #include "OgreBillboardSet.h"
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| 48 | #include "OgrePass.h"
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| 49 | #include "OgreTechnique.h"
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| 50 | #include "OgreTextureUnitState.h"
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| 51 | #include "OgreException.h"
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| 52 | #include "OgreLogManager.h"
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| 53 | #include "OgreHardwareBufferManager.h"
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| 54 | #include "OgreRoot.h"
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| 55 | #include "OgreSpotShadowFadePng.h"
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| 56 | #include "OgreGpuProgramManager.h"
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| 57 | #include "OgreGpuProgram.h"
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| 58 | #include "OgreShadowVolumeExtrudeProgram.h"
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| 59 | #include "OgreDataStream.h"
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| 60 | #include "OgreStaticGeometry.h"
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| 61 |
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| 62 | // This class implements the most basic scene manager
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| 63 |
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| 64 | #include <cstdio>
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| 65 |
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| 66 | namespace Ogre {
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| 67 |
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[61] | 68 | //-----------------------------------------------------------------------
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[131] | 69 | unsigned long SceneManager::WORLD_GEOMETRY_QUERY_MASK = 0x80000000;
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| 70 | //-----------------------------------------------------------------------
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| 71 | SceneManager::SceneManager() :
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| 72 | mRenderQueue(0),
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| 73 | mSkyPlaneEntity(0),
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| 74 | mSkyPlaneNode(0),
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| 75 | mSkyDomeNode(0),
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| 76 | mSkyBoxNode(0),
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| 77 | mSkyPlaneEnabled(false),
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| 78 | mSkyBoxEnabled(false),
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| 79 | mSkyDomeEnabled(false),
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| 80 | mFogMode(FOG_NONE),
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| 81 | mSpecialCaseQueueMode(SCRQM_EXCLUDE),
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| 82 | mWorldGeometryRenderQueue(RENDER_QUEUE_WORLD_GEOMETRY_1),
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| 83 | mShadowCasterPlainBlackPass(0),
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| 84 | mShadowReceiverPass(0),
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| 85 | mDisplayNodes(false),
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| 86 | mShowBoundingBoxes(false),
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| 87 | mShadowTechnique(SHADOWTYPE_NONE),
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| 88 | mDebugShadows(false),
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| 89 | mShadowColour(ColourValue(0.25, 0.25, 0.25)),
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| 90 | mShadowDebugPass(0),
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| 91 | mShadowStencilPass(0),
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| 92 | mShadowModulativePass(0),
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| 93 | mShadowMaterialInitDone(false),
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| 94 | mShadowIndexBufferSize(51200),
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| 95 | mFullScreenQuad(0),
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| 96 | mShadowDirLightExtrudeDist(10000),
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| 97 | mIlluminationStage(IRS_NONE),
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| 98 | mShadowTextureSize(512),
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| 99 | mShadowTextureCount(1),
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| 100 | mShadowTextureFormat(PF_X8R8G8B8),
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| 101 | mShadowUseInfiniteFarPlane(true),
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| 102 | mShadowCasterSphereQuery(0),
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| 103 | mShadowCasterAABBQuery(0),
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| 104 | mShadowFarDist(0),
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| 105 | mShadowFarDistSquared(0),
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| 106 | mShadowTextureOffset(0.6),
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| 107 | mShadowTextureFadeStart(0.7),
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| 108 | mShadowTextureFadeEnd(0.9),
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| 109 | mShadowTextureSelfShadow(false),
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| 110 | mShadowTextureCustomCasterPass(0),
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| 111 | mShadowTextureCustomReceiverPass(0),
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| 112 | mShadowTextureCasterVPDirty(false),
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| 113 | mShadowTextureReceiverVPDirty(false)
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| 114 | {
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| 115 | // Root scene node
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| 116 | mSceneRoot = new SceneNode(this, "root node");
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| 117 | mSceneRoot->_notifyRootNode();
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| 118 |
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| 119 | // init sky
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| 120 | size_t i;
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| 121 | for (i = 0; i < 6; ++i)
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| 122 | {
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| 123 | mSkyBoxEntity[i] = 0;
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| 124 | }
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| 125 | for (i = 0; i < 5; ++i)
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| 126 | {
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| 127 | mSkyDomeEntity[i] = 0;
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| 128 | }
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| 129 |
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| 130 | mShadowCasterQueryListener = new ShadowCasterSceneQueryListener(this);
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| 131 |
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| 132 |
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| 133 | }
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| 134 | //-----------------------------------------------------------------------
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| 135 | SceneManager::~SceneManager()
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| 136 | {
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| 137 | clearScene();
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| 138 | removeAllCameras();
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| 139 | delete mShadowCasterQueryListener;
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| 140 | delete mSceneRoot;
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| 141 | delete mFullScreenQuad;
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| 142 | delete mShadowCasterSphereQuery;
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| 143 | delete mShadowCasterAABBQuery;
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| 144 | delete mRenderQueue;
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| 145 | }
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| 146 | //-----------------------------------------------------------------------
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| 147 | RenderQueue* SceneManager::getRenderQueue(void)
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| 148 | {
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| 149 | if (!mRenderQueue)
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| 150 | {
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| 151 | initRenderQueue();
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| 152 | }
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| 153 | return mRenderQueue;
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| 154 | }
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| 155 | //-----------------------------------------------------------------------
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| 156 | void SceneManager::initRenderQueue(void)
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| 157 | {
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| 158 | mRenderQueue = new RenderQueue();
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| 159 | // init render queues that do not need shadows
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| 160 | mRenderQueue->getQueueGroup(RENDER_QUEUE_BACKGROUND)->setShadowsEnabled(false);
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| 161 | mRenderQueue->getQueueGroup(RENDER_QUEUE_OVERLAY)->setShadowsEnabled(false);
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| 162 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_EARLY)->setShadowsEnabled(false);
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| 163 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_LATE)->setShadowsEnabled(false);
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| 164 | }
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| 165 | //-----------------------------------------------------------------------
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| 166 | void SceneManager::addSpecialCaseRenderQueue(RenderQueueGroupID qid)
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| 167 | {
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| 168 | mSpecialCaseQueueList.insert(qid);
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| 169 | }
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| 170 | //-----------------------------------------------------------------------
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| 171 | void SceneManager::removeSpecialCaseRenderQueue(RenderQueueGroupID qid)
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| 172 | {
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| 173 | mSpecialCaseQueueList.erase(qid);
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| 174 | }
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| 175 | //-----------------------------------------------------------------------
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| 176 | void SceneManager::clearSpecialCaseRenderQueues(void)
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| 177 | {
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| 178 | mSpecialCaseQueueList.clear();
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| 179 | }
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| 180 | //-----------------------------------------------------------------------
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| 181 | void SceneManager::setSpecialCaseRenderQueueMode(SceneManager::SpecialCaseRenderQueueMode mode)
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| 182 | {
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| 183 | mSpecialCaseQueueMode = mode;
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| 184 | }
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| 185 | //-----------------------------------------------------------------------
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| 186 | SceneManager::SpecialCaseRenderQueueMode SceneManager::getSpecialCaseRenderQueueMode(void)
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| 187 | {
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| 188 | return mSpecialCaseQueueMode;
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| 189 | }
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| 190 | //-----------------------------------------------------------------------
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| 191 | bool SceneManager::isRenderQueueToBeProcessed(RenderQueueGroupID qid)
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| 192 | {
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| 193 | bool inList = mSpecialCaseQueueList.find(qid) != mSpecialCaseQueueList.end();
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| 194 | return (inList && mSpecialCaseQueueMode == SCRQM_INCLUDE)
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| 195 | || (!inList && mSpecialCaseQueueMode == SCRQM_EXCLUDE);
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| 196 | }
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| 197 | //-----------------------------------------------------------------------
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| 198 | void SceneManager::setWorldGeometryRenderQueue(RenderQueueGroupID qid)
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| 199 | {
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| 200 | mWorldGeometryRenderQueue = qid;
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| 201 | }
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| 202 | //-----------------------------------------------------------------------
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| 203 | RenderQueueGroupID SceneManager::getWorldGeometryRenderQueue(void)
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| 204 | {
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| 205 | return mWorldGeometryRenderQueue;
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| 206 | }
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| 207 | //-----------------------------------------------------------------------
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| 208 | Camera* SceneManager::createCamera(const String& name)
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| 209 | {
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| 210 | // Check name not used
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| 211 | if (mCameras.find(name) != mCameras.end())
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| 212 | {
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| 213 | OGRE_EXCEPT(
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| 214 | Exception::ERR_DUPLICATE_ITEM,
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| 215 | "A camera with the name " + name + " already exists",
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| 216 | "SceneManager::createCamera" );
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| 217 | }
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| 218 |
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| 219 | Camera *c = new Camera(name, this);
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| 220 | mCameras.insert(CameraList::value_type(name, c));
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| 221 |
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| 222 |
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| 223 | return c;
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| 224 | }
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| 225 |
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| 226 | //-----------------------------------------------------------------------
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| 227 | Camera* SceneManager::getCamera(const String& name)
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| 228 | {
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| 229 | CameraList::iterator i = mCameras.find(name);
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| 230 | if (i == mCameras.end())
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| 231 | {
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| 232 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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| 233 | "Cannot find Camera with name " + name,
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| 234 | "SceneManager::getCamera");
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| 235 | }
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| 236 | else
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| 237 | {
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| 238 | return i->second;
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| 239 | }
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| 240 | }
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| 241 |
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| 242 | //-----------------------------------------------------------------------
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| 243 | void SceneManager::removeCamera(Camera *cam)
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| 244 | {
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| 245 | // Find in list
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| 246 | CameraList::iterator i = mCameras.begin();
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| 247 | for (; i != mCameras.end(); ++i)
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| 248 | {
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| 249 | if (i->second == cam)
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| 250 | {
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| 251 | mCameras.erase(i);
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| 252 | // notify render targets
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| 253 | mDestRenderSystem->_notifyCameraRemoved(cam);
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| 254 | delete cam;
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| 255 | break;
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| 256 | }
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| 257 | }
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| 258 |
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| 259 | }
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| 260 |
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| 261 | //-----------------------------------------------------------------------
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| 262 | void SceneManager::removeCamera(const String& name)
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| 263 | {
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| 264 | // Find in list
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| 265 | CameraList::iterator i = mCameras.find(name);
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| 266 | if (i != mCameras.end())
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| 267 | {
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| 268 | // Notify render system
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| 269 | mDestRenderSystem->_notifyCameraRemoved(i->second);
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| 270 | delete i->second;
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| 271 | mCameras.erase(i);
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| 272 | }
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| 273 |
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| 274 | }
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| 275 |
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| 276 | //-----------------------------------------------------------------------
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| 277 | void SceneManager::removeAllCameras(void)
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| 278 | {
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| 279 |
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| 280 | CameraList::iterator i = mCameras.begin();
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| 281 | for (; i != mCameras.end(); ++i)
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| 282 | {
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| 283 | // Notify render system
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| 284 | mDestRenderSystem->_notifyCameraRemoved(i->second);
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| 285 | delete i->second;
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| 286 | }
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| 287 | mCameras.clear();
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| 288 | }
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| 289 |
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| 290 | //-----------------------------------------------------------------------
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| 291 | Light* SceneManager::createLight(const String& name)
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| 292 | {
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| 293 | // Check name not used
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| 294 | if (mLights.find(name) != mLights.end())
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| 295 | {
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| 296 | OGRE_EXCEPT(
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| 297 | Exception::ERR_DUPLICATE_ITEM,
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| 298 | "A light with the name " + name + " already exists",
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| 299 | "SceneManager::createLight" );
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| 300 | }
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| 301 |
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| 302 | Light *l = new Light(name);
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| 303 | mLights.insert(SceneLightList::value_type(name, l));
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| 304 | return l;
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| 305 | }
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| 306 |
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| 307 | //-----------------------------------------------------------------------
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| 308 | Light* SceneManager::getLight(const String& name)
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| 309 | {
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| 310 | SceneLightList::iterator i = mLights.find(name);
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| 311 | if (i == mLights.end())
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| 312 | {
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| 313 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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| 314 | "Cannot find Light with name " + name,
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| 315 | "SceneManager::getLight");
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| 316 | }
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| 317 | else
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| 318 | {
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| 319 | return i->second;
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| 320 | }
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| 321 | }
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| 322 |
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| 323 | //-----------------------------------------------------------------------
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| 324 | void SceneManager::removeLight(Light *l)
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| 325 | {
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| 326 | // Find in list
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| 327 | SceneLightList::iterator i = mLights.begin();
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| 328 | for (; i != mLights.end(); ++i)
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| 329 | {
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| 330 | if (i->second == l)
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| 331 | {
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| 332 | mLights.erase(i);
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| 333 | delete l;
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| 334 | break;
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| 335 | }
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| 336 | }
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| 337 |
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| 338 | }
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| 339 |
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| 340 | //-----------------------------------------------------------------------
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| 341 | void SceneManager::removeLight(const String& name)
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| 342 | {
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| 343 | // Find in list
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| 344 | SceneLightList::iterator i = mLights.find(name);
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| 345 | if (i != mLights.end())
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| 346 | {
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| 347 | delete i->second;
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| 348 | mLights.erase(i);
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| 349 | }
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| 350 |
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| 351 | }
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| 352 |
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| 353 | //-----------------------------------------------------------------------
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| 354 | void SceneManager::removeAllLights(void)
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| 355 | {
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| 356 |
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| 357 | SceneLightList::iterator i = mLights.begin();
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| 358 | for (; i != mLights.end(); ++i)
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| 359 | {
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| 360 | delete i->second;
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| 361 | }
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| 362 | mLights.clear();
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| 363 | }
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| 364 | //-----------------------------------------------------------------------
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| 365 | bool SceneManager::lightLess::operator()(const Light* a, const Light* b) const
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| 366 | {
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| 367 | return a->tempSquareDist < b->tempSquareDist;
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| 368 | }
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| 369 | //-----------------------------------------------------------------------
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| 370 | void SceneManager::_populateLightList(const Vector3& position, Real radius, LightList& destList)
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| 371 | {
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| 372 | // Really basic trawl of the lights, then sort
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| 373 | // Subclasses could do something smarter
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| 374 | destList.clear();
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| 375 | Real squaredRadius = radius * radius;
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| 376 |
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| 377 | SceneLightList::iterator i, iend;
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| 378 | iend = mLights.end();
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| 379 | for (i = mLights.begin(); i != iend; ++i)
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| 380 | {
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| 381 | Light* lt = i->second;
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| 382 | if (lt->isVisible())
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| 383 | {
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| 384 | if (lt->getType() == Light::LT_DIRECTIONAL)
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| 385 | {
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| 386 | // No distance
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| 387 | lt->tempSquareDist = 0.0f;
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| 388 | destList.push_back(lt);
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| 389 | }
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| 390 | else
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| 391 | {
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| 392 | // Calc squared distance
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| 393 | lt->tempSquareDist = (lt->getDerivedPosition() - position).squaredLength();
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| 394 | lt->tempSquareDist -= squaredRadius;
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| 395 | // only add in-range lights
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| 396 | Real range = lt->getAttenuationRange();
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| 397 | if (lt->tempSquareDist <= (range * range))
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| 398 | {
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| 399 | destList.push_back(lt);
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| 400 | }
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| 401 | }
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| 402 | }
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| 403 | }
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| 404 |
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| 405 | // Sort
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| 406 | std::sort(destList.begin(), destList.end(), lightLess());
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| 407 |
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| 408 |
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| 409 | }
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| 410 | //-----------------------------------------------------------------------
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| 411 | Entity* SceneManager::createEntity(const String& entityName, PrefabType ptype)
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| 412 | {
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| 413 | switch (ptype)
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| 414 | {
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| 415 | case PT_PLANE:
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| 416 | return createEntity(entityName, "Prefab_Plane");
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| 417 |
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| 418 | break;
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| 419 | }
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| 420 |
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| 421 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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| 422 | "Unknown prefab type for entity " + entityName,
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| 423 | "SceneManager::createEntity");
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| 424 | }
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| 425 |
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| 426 | //-----------------------------------------------------------------------
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| 427 | Entity* SceneManager::createEntity(
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| 428 | const String& entityName,
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| 429 | const String& meshName )
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| 430 | {
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| 431 | // Check name not used
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| 432 | EntityList::iterator it = mEntities.find( entityName );
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| 433 | if( it != mEntities.end() )
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| 434 | {
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| 435 | OGRE_EXCEPT(
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| 436 | Exception::ERR_DUPLICATE_ITEM,
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| 437 | "An entity with the name " + entityName + " already exists",
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| 438 | "SceneManager::createEntity" );
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| 439 | }
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| 440 |
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| 441 | // Get mesh (load if required)
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| 442 | MeshPtr pMesh = MeshManager::getSingleton().load(
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| 443 | meshName,
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| 444 | // note that you can change the group by pre-loading the mesh
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| 445 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
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| 446 |
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| 447 | // Create entity
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| 448 | Entity* e = new Entity( entityName, pMesh, this );
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| 449 |
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| 450 | // Add to internal list
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| 451 | mEntities[entityName] = e; //.insert(EntityList::value_type(entityName, e));
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| 452 |
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| 453 | return e;
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| 454 | }
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| 455 |
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| 456 | //-----------------------------------------------------------------------
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| 457 | Entity* SceneManager::getEntity(const String& name)
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| 458 | {
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| 459 | EntityList::iterator i = mEntities.find(name);
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| 460 | if (i == mEntities.end())
|
---|
| 461 | {
|
---|
| 462 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 463 | "Cannot find Entity with name " + name,
|
---|
| 464 | "SceneManager::getEntity");
|
---|
| 465 | }
|
---|
| 466 | else
|
---|
| 467 | {
|
---|
| 468 | return i->second;
|
---|
| 469 | }
|
---|
| 470 | }
|
---|
| 471 |
|
---|
| 472 | //-----------------------------------------------------------------------
|
---|
| 473 | void SceneManager::removeEntity(Entity *cam)
|
---|
| 474 | {
|
---|
| 475 | // Find in list
|
---|
| 476 | EntityList::iterator i = mEntities.begin();
|
---|
| 477 | for (; i != mEntities.end(); ++i)
|
---|
| 478 | {
|
---|
| 479 | if (i->second == cam)
|
---|
| 480 | {
|
---|
| 481 | mEntities.erase(i);
|
---|
| 482 | delete cam;
|
---|
| 483 | break;
|
---|
| 484 | }
|
---|
| 485 | }
|
---|
| 486 |
|
---|
| 487 | }
|
---|
| 488 |
|
---|
| 489 | //-----------------------------------------------------------------------
|
---|
| 490 | void SceneManager::removeEntity(const String& name)
|
---|
| 491 | {
|
---|
| 492 | // Find in list
|
---|
| 493 | EntityList::iterator i = mEntities.find(name);
|
---|
| 494 | if (i != mEntities.end())
|
---|
| 495 | {
|
---|
| 496 | delete i->second;
|
---|
| 497 | mEntities.erase(i);
|
---|
| 498 | }
|
---|
| 499 |
|
---|
| 500 | }
|
---|
| 501 |
|
---|
| 502 | //-----------------------------------------------------------------------
|
---|
| 503 | void SceneManager::removeAllEntities(void)
|
---|
| 504 | {
|
---|
| 505 |
|
---|
| 506 | EntityList::iterator i = mEntities.begin();
|
---|
| 507 | for (; i != mEntities.end(); ++i)
|
---|
| 508 | {
|
---|
| 509 | delete i->second;
|
---|
| 510 | }
|
---|
| 511 | mEntities.clear();
|
---|
| 512 | }
|
---|
| 513 |
|
---|
| 514 | //-----------------------------------------------------------------------
|
---|
| 515 | void SceneManager::removeAllBillboardSets(void)
|
---|
| 516 | {
|
---|
| 517 | // Delete all BillboardSets
|
---|
| 518 | for (BillboardSetList::iterator bi = mBillboardSets.begin();
|
---|
| 519 | bi != mBillboardSets.end(); ++bi)
|
---|
| 520 | {
|
---|
| 521 | delete bi->second;
|
---|
| 522 | }
|
---|
| 523 | mBillboardSets.clear();
|
---|
| 524 | }
|
---|
| 525 | //-----------------------------------------------------------------------
|
---|
| 526 | void SceneManager::clearScene(void)
|
---|
| 527 | {
|
---|
| 528 | removeAllStaticGeometry();
|
---|
| 529 | // Delete all SceneNodes, except root that is
|
---|
| 530 | for (SceneNodeList::iterator i = mSceneNodes.begin();
|
---|
| 531 | i != mSceneNodes.end(); ++i)
|
---|
| 532 | {
|
---|
| 533 | delete i->second;
|
---|
| 534 | }
|
---|
| 535 | mSceneNodes.clear();
|
---|
| 536 | mAutoTrackingSceneNodes.clear();
|
---|
| 537 |
|
---|
| 538 | // Clear root node of all children
|
---|
| 539 | mSceneRoot->removeAllChildren();
|
---|
| 540 | mSceneRoot->detachAllObjects();
|
---|
| 541 |
|
---|
| 542 | removeAllEntities();
|
---|
| 543 | removeAllBillboardSets();
|
---|
| 544 | removeAllLights();
|
---|
| 545 |
|
---|
| 546 | // Clear animations
|
---|
| 547 | destroyAllAnimations();
|
---|
| 548 |
|
---|
| 549 | // Remove sky nodes since they've been deleted
|
---|
| 550 | mSkyBoxNode = mSkyPlaneNode = mSkyDomeNode = 0;
|
---|
| 551 | mSkyBoxEnabled = mSkyPlaneEnabled = mSkyDomeEnabled = false;
|
---|
| 552 |
|
---|
| 553 | }
|
---|
| 554 | //-----------------------------------------------------------------------
|
---|
| 555 | SceneNode* SceneManager::createSceneNode(void)
|
---|
| 556 | {
|
---|
| 557 | SceneNode* sn = new SceneNode(this);
|
---|
| 558 | assert(mSceneNodes.find(sn->getName()) == mSceneNodes.end());
|
---|
| 559 | mSceneNodes[sn->getName()] = sn;
|
---|
| 560 | return sn;
|
---|
| 561 | }
|
---|
| 562 | //-----------------------------------------------------------------------
|
---|
| 563 | SceneNode* SceneManager::createSceneNode(const String& name)
|
---|
| 564 | {
|
---|
| 565 | // Check name not used
|
---|
| 566 | if (mSceneNodes.find(name) != mSceneNodes.end())
|
---|
| 567 | {
|
---|
| 568 | OGRE_EXCEPT(
|
---|
| 569 | Exception::ERR_DUPLICATE_ITEM,
|
---|
| 570 | "A scene node with the name " + name + " already exists",
|
---|
| 571 | "SceneManager::createSceneNode" );
|
---|
| 572 | }
|
---|
| 573 |
|
---|
| 574 | SceneNode* sn = new SceneNode(this, name);
|
---|
| 575 | mSceneNodes[sn->getName()] = sn;
|
---|
| 576 | return sn;
|
---|
| 577 | }
|
---|
| 578 | //-----------------------------------------------------------------------
|
---|
| 579 | void SceneManager::destroySceneNode(const String& name)
|
---|
| 580 | {
|
---|
| 581 | SceneNodeList::iterator i = mSceneNodes.find(name);
|
---|
| 582 |
|
---|
| 583 | if (i == mSceneNodes.end())
|
---|
| 584 | {
|
---|
| 585 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.",
|
---|
| 586 | "SceneManager::destroySceneNode");
|
---|
| 587 | }
|
---|
| 588 |
|
---|
| 589 | // Find any scene nodes which are tracking this node, and turn them off
|
---|
| 590 | AutoTrackingSceneNodes::iterator ai, aiend;
|
---|
| 591 | aiend = mAutoTrackingSceneNodes.end();
|
---|
| 592 | for (ai = mAutoTrackingSceneNodes.begin(); ai != aiend; ++ai)
|
---|
| 593 | {
|
---|
| 594 | SceneNode* n = *ai;
|
---|
| 595 | // Tracking this node
|
---|
| 596 | if (n->getAutoTrackTarget() == i->second)
|
---|
| 597 | {
|
---|
| 598 | // turn off, this will notify SceneManager to remove
|
---|
| 599 | n->setAutoTracking(false);
|
---|
| 600 | // no need to reset iterator since set erase does not invalidate
|
---|
| 601 | }
|
---|
| 602 | // node is itself a tracker
|
---|
| 603 | else if (n == i->second)
|
---|
| 604 | {
|
---|
| 605 | mAutoTrackingSceneNodes.erase(ai);
|
---|
| 606 | }
|
---|
| 607 | }
|
---|
| 608 |
|
---|
| 609 | delete i->second;
|
---|
| 610 | mSceneNodes.erase(i);
|
---|
| 611 | }
|
---|
| 612 | //-----------------------------------------------------------------------
|
---|
| 613 | SceneNode* SceneManager::getRootSceneNode(void) const
|
---|
| 614 | {
|
---|
| 615 | return mSceneRoot;
|
---|
| 616 | }
|
---|
| 617 | //-----------------------------------------------------------------------
|
---|
| 618 | SceneNode* SceneManager::getSceneNode(const String& name) const
|
---|
| 619 | {
|
---|
| 620 | SceneNodeList::const_iterator i = mSceneNodes.find(name);
|
---|
| 621 |
|
---|
| 622 | if (i == mSceneNodes.end())
|
---|
| 623 | {
|
---|
| 624 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.",
|
---|
| 625 | "SceneManager::getSceneNode");
|
---|
| 626 | }
|
---|
| 627 |
|
---|
| 628 | return i->second;
|
---|
| 629 |
|
---|
| 630 | }
|
---|
| 631 | //-----------------------------------------------------------------------
|
---|
| 632 | Pass* SceneManager::setPass(Pass* pass)
|
---|
| 633 | {
|
---|
| 634 | static bool lastUsedVertexProgram = false;
|
---|
| 635 | static bool lastUsedFragmentProgram = false;
|
---|
| 636 |
|
---|
| 637 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE)
|
---|
| 638 | {
|
---|
| 639 | // Derive a special shadow caster pass from this one
|
---|
| 640 | pass = deriveShadowCasterPass(pass);
|
---|
| 641 | }
|
---|
| 642 | else if (mIlluminationStage == IRS_RENDER_MODULATIVE_PASS)
|
---|
| 643 | {
|
---|
| 644 | pass = deriveShadowReceiverPass(pass);
|
---|
| 645 | }
|
---|
| 646 |
|
---|
| 647 | // TEST
|
---|
| 648 |
|
---|
| 649 | //LogManager::getSingleton().logMessage("BEGIN PASS " + StringConverter::toString(pass->getIndex()) +
|
---|
| 650 | //" of " + pass->getParent()->getParent()->getName() + "\n");
|
---|
| 651 |
|
---|
| 652 | bool passSurfaceAndLightParams = true;
|
---|
| 653 |
|
---|
| 654 | if (pass->hasVertexProgram())
|
---|
| 655 | {
|
---|
| 656 | mDestRenderSystem->bindGpuProgram(pass->getVertexProgram()->_getBindingDelegate());
|
---|
| 657 | // bind parameters later since they can be per-object
|
---|
| 658 | lastUsedVertexProgram = true;
|
---|
| 659 | // does the vertex program want surface and light params passed to rendersystem?
|
---|
| 660 | passSurfaceAndLightParams = pass->getVertexProgram()->getPassSurfaceAndLightStates();
|
---|
| 661 | }
|
---|
| 662 | else
|
---|
| 663 | {
|
---|
| 664 | // Unbind program?
|
---|
| 665 | if (lastUsedVertexProgram)
|
---|
| 666 | {
|
---|
| 667 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
| 668 | lastUsedVertexProgram = false;
|
---|
| 669 | }
|
---|
| 670 | // Set fixed-function vertex parameters
|
---|
| 671 | }
|
---|
| 672 |
|
---|
| 673 | if (passSurfaceAndLightParams)
|
---|
| 674 | {
|
---|
| 675 | // Set surface reflectance properties, only valid if lighting is enabled
|
---|
| 676 | if (pass->getLightingEnabled())
|
---|
| 677 | {
|
---|
| 678 | mDestRenderSystem->_setSurfaceParams(
|
---|
| 679 | pass->getAmbient(),
|
---|
| 680 | pass->getDiffuse(),
|
---|
| 681 | pass->getSpecular(),
|
---|
| 682 | pass->getSelfIllumination(),
|
---|
| 683 | pass->getShininess(),
|
---|
| 684 | pass->getVertexColourTracking() );
|
---|
| 685 | }
|
---|
| 686 |
|
---|
| 687 | // Dynamic lighting enabled?
|
---|
| 688 | mDestRenderSystem->setLightingEnabled(pass->getLightingEnabled());
|
---|
| 689 | }
|
---|
| 690 |
|
---|
| 691 | // Using a fragment program?
|
---|
| 692 | if (pass->hasFragmentProgram())
|
---|
| 693 | {
|
---|
| 694 | mDestRenderSystem->bindGpuProgram(
|
---|
| 695 | pass->getFragmentProgram()->_getBindingDelegate());
|
---|
| 696 | // bind parameters later since they can be per-object
|
---|
| 697 | lastUsedFragmentProgram = true;
|
---|
| 698 | }
|
---|
| 699 | else
|
---|
| 700 | {
|
---|
| 701 | // Unbind program?
|
---|
| 702 | if (lastUsedFragmentProgram)
|
---|
| 703 | {
|
---|
| 704 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
|
---|
| 705 | lastUsedFragmentProgram = false;
|
---|
| 706 | }
|
---|
| 707 |
|
---|
| 708 | // Set fixed-function fragment settings
|
---|
| 709 |
|
---|
| 710 | // Fog (assumes we want pixel fog which is the usual)
|
---|
| 711 | // New fog params can either be from scene or from material
|
---|
| 712 | FogMode newFogMode;
|
---|
| 713 | ColourValue newFogColour;
|
---|
| 714 | Real newFogStart, newFogEnd, newFogDensity;
|
---|
| 715 | if (pass->getFogOverride())
|
---|
| 716 | {
|
---|
| 717 | // New fog params from material
|
---|
| 718 | newFogMode = pass->getFogMode();
|
---|
| 719 | newFogColour = pass->getFogColour();
|
---|
| 720 | newFogStart = pass->getFogStart();
|
---|
| 721 | newFogEnd = pass->getFogEnd();
|
---|
| 722 | newFogDensity = pass->getFogDensity();
|
---|
| 723 | }
|
---|
| 724 | else
|
---|
| 725 | {
|
---|
| 726 | // New fog params from scene
|
---|
| 727 | newFogMode = mFogMode;
|
---|
| 728 | newFogColour = mFogColour;
|
---|
| 729 | newFogStart = mFogStart;
|
---|
| 730 | newFogEnd = mFogEnd;
|
---|
| 731 | newFogDensity = mFogDensity;
|
---|
| 732 | }
|
---|
| 733 | mDestRenderSystem->_setFog(
|
---|
| 734 | newFogMode, newFogColour, newFogDensity, newFogStart, newFogEnd);
|
---|
| 735 |
|
---|
| 736 | }
|
---|
| 737 |
|
---|
| 738 | // The rest of the settings are the same no matter whether we use programs or not
|
---|
| 739 |
|
---|
| 740 | // Set scene blending
|
---|
| 741 | mDestRenderSystem->_setSceneBlending(
|
---|
| 742 | pass->getSourceBlendFactor(), pass->getDestBlendFactor());
|
---|
| 743 |
|
---|
| 744 |
|
---|
| 745 | // Texture unit settings
|
---|
| 746 |
|
---|
| 747 | Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
|
---|
| 748 | size_t unit = 0;
|
---|
| 749 | while(texIter.hasMoreElements())
|
---|
| 750 | {
|
---|
| 751 | TextureUnitState* pTex = texIter.getNext();
|
---|
| 752 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex);
|
---|
| 753 | ++unit;
|
---|
| 754 | }
|
---|
| 755 | // Disable remaining texture units
|
---|
| 756 | mDestRenderSystem->_disableTextureUnitsFrom(pass->getNumTextureUnitStates());
|
---|
| 757 |
|
---|
| 758 | // Set up non-texture related material settings
|
---|
| 759 | // Depth buffer settings
|
---|
| 760 | mDestRenderSystem->_setDepthBufferFunction(pass->getDepthFunction());
|
---|
| 761 | mDestRenderSystem->_setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
|
---|
| 762 | mDestRenderSystem->_setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
|
---|
| 763 | mDestRenderSystem->_setDepthBias(pass->getDepthBias());
|
---|
| 764 | // Alpha-reject settings
|
---|
| 765 | mDestRenderSystem->_setAlphaRejectSettings(
|
---|
| 766 | pass->getAlphaRejectFunction(), pass->getAlphaRejectValue());
|
---|
| 767 | // Set colour write mode
|
---|
| 768 | // Right now we only use on/off, not per-channel
|
---|
| 769 | bool colWrite = pass->getColourWriteEnabled();
|
---|
| 770 | mDestRenderSystem->_setColourBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
|
---|
| 771 | // Culling mode
|
---|
| 772 | mDestRenderSystem->_setCullingMode(pass->getCullingMode());
|
---|
| 773 | // Shading
|
---|
| 774 | mDestRenderSystem->setShadingType(pass->getShadingMode());
|
---|
| 775 |
|
---|
| 776 | return pass;
|
---|
| 777 | }
|
---|
| 778 | //-----------------------------------------------------------------------
|
---|
| 779 | void SceneManager::_renderScene(Camera* camera, Viewport* vp, bool includeOverlays)
|
---|
| 780 | {
|
---|
| 781 | LogManager::getSingleton().logMessage("***********RENDER SCENE************");
|
---|
| 782 | Root::getSingleton()._setCurrentSceneManager(this);
|
---|
| 783 | // Prep Pass for use in debug shadows
|
---|
| 784 | initShadowVolumeMaterials();
|
---|
| 785 | // Perform a quick pre-check to see whether we should override far distance
|
---|
| 786 | // When using stencil volumes we have to use infinite far distance
|
---|
| 787 | // to prevent dark caps getting clipped
|
---|
| 788 | if ((mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE ||
|
---|
| 789 | mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE) &&
|
---|
| 790 | camera->getFarClipDistance() != 0 &&
|
---|
| 791 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE) &&
|
---|
| 792 | mShadowUseInfiniteFarPlane)
|
---|
| 793 | {
|
---|
| 794 | // infinite far distance
|
---|
| 795 | camera->setFarClipDistance(0);
|
---|
| 796 | }
|
---|
| 797 |
|
---|
| 798 | mCameraInProgress = camera;
|
---|
| 799 | mCamChanged = true;
|
---|
| 800 |
|
---|
| 801 |
|
---|
| 802 | // Update the scene, only do this once per frame
|
---|
| 803 | static unsigned long lastFrameNumber = 0;
|
---|
| 804 | unsigned long thisFrameNumber = Root::getSingleton().getCurrentFrameNumber();
|
---|
| 805 | if (thisFrameNumber != lastFrameNumber)
|
---|
| 806 | {
|
---|
| 807 | // Update animations
|
---|
| 808 | _applySceneAnimations();
|
---|
| 809 | // Update controllers
|
---|
| 810 | ControllerManager::getSingleton().updateAllControllers();
|
---|
| 811 | lastFrameNumber = thisFrameNumber;
|
---|
| 812 | }
|
---|
| 813 |
|
---|
| 814 | // Update scene graph for this camera (can happen multiple times per frame)
|
---|
| 815 | _updateSceneGraph(camera);
|
---|
| 816 |
|
---|
| 817 | // Auto-track nodes
|
---|
| 818 | AutoTrackingSceneNodes::iterator atsni, atsniend;
|
---|
| 819 | atsniend = mAutoTrackingSceneNodes.end();
|
---|
| 820 | for (atsni = mAutoTrackingSceneNodes.begin(); atsni != atsniend; ++atsni)
|
---|
| 821 | {
|
---|
| 822 | (*atsni)->_autoTrack();
|
---|
| 823 | }
|
---|
| 824 | // Auto-track camera if required
|
---|
| 825 | camera->_autoTrack();
|
---|
| 826 |
|
---|
| 827 |
|
---|
| 828 | // Are we using any shadows at all?
|
---|
| 829 | if (mShadowTechnique != SHADOWTYPE_NONE &&
|
---|
| 830 | mIlluminationStage != IRS_RENDER_TO_TEXTURE)
|
---|
| 831 | {
|
---|
| 832 | // Locate any lights which could be affecting the frustum
|
---|
| 833 | findLightsAffectingFrustum(camera);
|
---|
| 834 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 835 | {
|
---|
| 836 | // *******
|
---|
| 837 | // WARNING
|
---|
| 838 | // *******
|
---|
| 839 | // This call will result in re-entrant calls to this method
|
---|
| 840 | // therefore anything which comes before this is NOT
|
---|
| 841 | // guaranteed persistent. Make sure that anything which
|
---|
| 842 | // MUST be specific to this camera / target is done
|
---|
| 843 | // AFTER THIS POINT
|
---|
| 844 | prepareShadowTextures(camera, vp);
|
---|
| 845 | // reset the cameras because of the re-entrant call
|
---|
| 846 | mCameraInProgress = camera;
|
---|
| 847 | mCamChanged = true;
|
---|
| 848 | }
|
---|
| 849 | }
|
---|
| 850 |
|
---|
| 851 | // Invert vertex winding?
|
---|
| 852 | if (camera->isReflected())
|
---|
| 853 | {
|
---|
| 854 | mDestRenderSystem->setInvertVertexWinding(true);
|
---|
| 855 | }
|
---|
| 856 | else
|
---|
| 857 | {
|
---|
| 858 | mDestRenderSystem->setInvertVertexWinding(false);
|
---|
| 859 | }
|
---|
| 860 |
|
---|
| 861 | // Set the viewport
|
---|
| 862 | setViewport(vp);
|
---|
| 863 |
|
---|
| 864 | // Tell params about camera
|
---|
| 865 | mAutoParamDataSource.setCurrentCamera(camera);
|
---|
| 866 | // Set autoparams for finite dir light extrusion
|
---|
| 867 | mAutoParamDataSource.setShadowDirLightExtrusionDistance(mShadowDirLightExtrudeDist);
|
---|
| 868 |
|
---|
| 869 | // Tell params about current ambient light
|
---|
| 870 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
| 871 |
|
---|
| 872 | // Tell params about render target
|
---|
| 873 | mAutoParamDataSource.setCurrentRenderTarget(vp->getTarget());
|
---|
| 874 |
|
---|
| 875 |
|
---|
| 876 | // Set camera window clipping planes (if any)
|
---|
| 877 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_USER_CLIP_PLANES))
|
---|
| 878 | {
|
---|
| 879 | if (camera->isWindowSet())
|
---|
| 880 | {
|
---|
| 881 | const std::vector<Plane>& planeList =
|
---|
| 882 | camera->getWindowPlanes();
|
---|
| 883 | for (ushort i = 0; i < 4; ++i)
|
---|
| 884 | {
|
---|
| 885 | mDestRenderSystem->enableClipPlane(i, true);
|
---|
| 886 | mDestRenderSystem->setClipPlane(i, planeList[i]);
|
---|
| 887 | }
|
---|
| 888 | }
|
---|
| 889 | else
|
---|
| 890 | {
|
---|
| 891 | for (ushort i = 0; i < 4; ++i)
|
---|
| 892 | {
|
---|
| 893 | mDestRenderSystem->enableClipPlane(i, false);
|
---|
| 894 | }
|
---|
| 895 | }
|
---|
| 896 | }
|
---|
| 897 |
|
---|
| 898 | // Clear the render queue
|
---|
| 899 | getRenderQueue()->clear();
|
---|
| 900 |
|
---|
| 901 | // Parse the scene and tag visibles
|
---|
| 902 | _findVisibleObjects(camera,
|
---|
| 903 | mIlluminationStage == IRS_RENDER_TO_TEXTURE? true : false);
|
---|
| 904 | // Add overlays, if viewport deems it
|
---|
| 905 | if (vp->getOverlaysEnabled())
|
---|
| 906 | {
|
---|
| 907 | OverlayManager::getSingleton()._queueOverlaysForRendering(camera, getRenderQueue(), vp);
|
---|
| 908 | }
|
---|
| 909 | // Queue skies
|
---|
| 910 | _queueSkiesForRendering(camera);
|
---|
| 911 |
|
---|
| 912 |
|
---|
| 913 | // Don't do view / proj here anymore
|
---|
| 914 | // Checked per renderable now, although only changed when required
|
---|
| 915 | //mDestRenderSystem->_setViewMatrix(camera->getViewMatrix());
|
---|
| 916 | //mDestRenderSystem->_setProjectionMatrix(camera->getProjectionMatrix());
|
---|
| 917 |
|
---|
| 918 | mDestRenderSystem->_beginGeometryCount();
|
---|
| 919 | // Begin the frame
|
---|
| 920 | mDestRenderSystem->_beginFrame();
|
---|
| 921 |
|
---|
| 922 | // Set rasterisation mode
|
---|
| 923 | mDestRenderSystem->_setRasterisationMode(camera->getDetailLevel());
|
---|
| 924 |
|
---|
| 925 | // Render scene content
|
---|
| 926 | _renderVisibleObjects();
|
---|
| 927 |
|
---|
| 928 | // End frame
|
---|
| 929 | mDestRenderSystem->_endFrame();
|
---|
| 930 |
|
---|
| 931 | // Notify camera or vis faces
|
---|
| 932 | camera->_notifyRenderedFaces(mDestRenderSystem->_getFaceCount());
|
---|
| 933 |
|
---|
| 934 |
|
---|
| 935 |
|
---|
| 936 | }
|
---|
| 937 |
|
---|
| 938 |
|
---|
| 939 | //-----------------------------------------------------------------------
|
---|
| 940 | void SceneManager::_setDestinationRenderSystem(RenderSystem* sys)
|
---|
| 941 | {
|
---|
| 942 | mDestRenderSystem = sys;
|
---|
| 943 |
|
---|
| 944 | }
|
---|
| 945 |
|
---|
| 946 |
|
---|
| 947 | //-----------------------------------------------------------------------
|
---|
| 948 | void SceneManager::setWorldGeometry(const String& filename)
|
---|
| 949 | {
|
---|
| 950 | // This default implementation cannot handle world geometry
|
---|
| 951 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 952 | "World geometry is not supported by the generic SceneManager.",
|
---|
| 953 | "SceneManager::setWorldGeometry");
|
---|
| 954 | }
|
---|
| 955 |
|
---|
| 956 | //-----------------------------------------------------------------------
|
---|
| 957 | bool SceneManager::materialLess::operator() (const Material* x, const Material* y) const
|
---|
| 958 | {
|
---|
| 959 | // If x transparent and y not, x > y (since x has to overlap y)
|
---|
| 960 | if (x->isTransparent() && !y->isTransparent())
|
---|
| 961 | {
|
---|
| 962 | return false;
|
---|
| 963 | }
|
---|
| 964 | // If y is transparent and x not, x < y
|
---|
| 965 | else if (!x->isTransparent() && y->isTransparent())
|
---|
| 966 | {
|
---|
| 967 | return true;
|
---|
| 968 | }
|
---|
| 969 | else
|
---|
| 970 | {
|
---|
| 971 | // Otherwise don't care (both transparent or both solid)
|
---|
| 972 | // Just arbitrarily use pointer
|
---|
| 973 | return x < y;
|
---|
| 974 | }
|
---|
| 975 |
|
---|
| 976 | }
|
---|
| 977 |
|
---|
| 978 | //-----------------------------------------------------------------------
|
---|
| 979 | void SceneManager::setSkyPlane(
|
---|
| 980 | bool enable,
|
---|
| 981 | const Plane& plane,
|
---|
| 982 | const String& materialName,
|
---|
| 983 | Real gscale,
|
---|
| 984 | Real tiling,
|
---|
| 985 | bool drawFirst,
|
---|
| 986 | Real bow,
|
---|
| 987 | int xsegments, int ysegments,
|
---|
| 988 | const String& groupName)
|
---|
| 989 | {
|
---|
| 990 | if (enable)
|
---|
| 991 | {
|
---|
| 992 | String meshName = "SkyPlane";
|
---|
| 993 | mSkyPlane = plane;
|
---|
| 994 |
|
---|
| 995 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
| 996 | if (m.isNull())
|
---|
| 997 | {
|
---|
| 998 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 999 | "Sky plane material '" + materialName + "' not found.",
|
---|
| 1000 | "SceneManager::setSkyPlane");
|
---|
| 1001 | }
|
---|
| 1002 | // Make sure the material doesn't update the depth buffer
|
---|
| 1003 | m->setDepthWriteEnabled(false);
|
---|
| 1004 | // Ensure loaded
|
---|
| 1005 | m->load();
|
---|
| 1006 |
|
---|
| 1007 | mSkyPlaneDrawFirst = drawFirst;
|
---|
| 1008 |
|
---|
| 1009 | // Set up the plane
|
---|
| 1010 | MeshPtr planeMesh = MeshManager::getSingleton().getByName(meshName);
|
---|
| 1011 | if (!planeMesh.isNull())
|
---|
| 1012 | {
|
---|
| 1013 | // Destroy the old one
|
---|
| 1014 | MeshManager::getSingleton().remove(planeMesh->getHandle());
|
---|
| 1015 | }
|
---|
| 1016 |
|
---|
| 1017 | // Create up vector
|
---|
| 1018 | Vector3 up = plane.normal.crossProduct(Vector3::UNIT_X);
|
---|
| 1019 | if (up == Vector3::ZERO)
|
---|
| 1020 | up = plane.normal.crossProduct(-Vector3::UNIT_Z);
|
---|
| 1021 |
|
---|
| 1022 | // Create skyplane
|
---|
| 1023 | if( bow > 0 )
|
---|
| 1024 | {
|
---|
| 1025 | // Build a curved skyplane
|
---|
| 1026 | planeMesh = MeshManager::getSingleton().createCurvedPlane(
|
---|
| 1027 | meshName, groupName, plane, gscale * 100, gscale * 100, gscale * bow * 100,
|
---|
| 1028 | xsegments, ysegments, false, 1, tiling, tiling, up);
|
---|
| 1029 | }
|
---|
| 1030 | else
|
---|
| 1031 | {
|
---|
| 1032 | planeMesh = MeshManager::getSingleton().createPlane(
|
---|
| 1033 | meshName, groupName, plane, gscale * 100, gscale * 100, xsegments, ysegments, false,
|
---|
| 1034 | 1, tiling, tiling, up);
|
---|
| 1035 | }
|
---|
| 1036 |
|
---|
| 1037 | // Create entity
|
---|
| 1038 | if (mSkyPlaneEntity)
|
---|
| 1039 | {
|
---|
| 1040 | // destroy old one, do it by name for speed
|
---|
| 1041 | removeEntity(meshName);
|
---|
| 1042 | }
|
---|
| 1043 | // Create, use the same name for mesh and entity
|
---|
| 1044 | mSkyPlaneEntity = createEntity(meshName, meshName);
|
---|
| 1045 | mSkyPlaneEntity->setMaterialName(materialName);
|
---|
| 1046 | mSkyPlaneEntity->setCastShadows(false);
|
---|
| 1047 |
|
---|
| 1048 | // Create node and attach
|
---|
| 1049 | if (!mSkyPlaneNode)
|
---|
| 1050 | {
|
---|
| 1051 | mSkyPlaneNode = createSceneNode(meshName + "Node");
|
---|
| 1052 | }
|
---|
| 1053 | else
|
---|
| 1054 | {
|
---|
| 1055 | mSkyPlaneNode->detachAllObjects();
|
---|
| 1056 | }
|
---|
| 1057 | mSkyPlaneNode->attachObject(mSkyPlaneEntity);
|
---|
| 1058 |
|
---|
| 1059 | }
|
---|
| 1060 | mSkyPlaneEnabled = enable;
|
---|
| 1061 | }
|
---|
| 1062 | //-----------------------------------------------------------------------
|
---|
| 1063 | void SceneManager::setSkyBox(
|
---|
| 1064 | bool enable,
|
---|
| 1065 | const String& materialName,
|
---|
| 1066 | Real distance,
|
---|
| 1067 | bool drawFirst,
|
---|
| 1068 | const Quaternion& orientation,
|
---|
| 1069 | const String& groupName)
|
---|
| 1070 | {
|
---|
| 1071 | if (enable)
|
---|
| 1072 | {
|
---|
| 1073 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
| 1074 | if (m.isNull())
|
---|
| 1075 | {
|
---|
| 1076 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 1077 | "Sky box material '" + materialName + "' not found.",
|
---|
| 1078 | "SceneManager::setSkyBox");
|
---|
| 1079 | }
|
---|
| 1080 | // Make sure the material doesn't update the depth buffer
|
---|
| 1081 | m->setDepthWriteEnabled(false);
|
---|
| 1082 | // Ensure loaded
|
---|
| 1083 | m->load();
|
---|
| 1084 | // Also clamp texture, don't wrap (otherwise edges can get filtered)
|
---|
| 1085 | m->getBestTechnique()->getPass(0)->getTextureUnitState(0)->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 1086 |
|
---|
| 1087 |
|
---|
| 1088 | mSkyBoxDrawFirst = drawFirst;
|
---|
| 1089 |
|
---|
| 1090 | // Create node
|
---|
| 1091 | if (!mSkyBoxNode)
|
---|
| 1092 | {
|
---|
| 1093 | mSkyBoxNode = createSceneNode("SkyBoxNode");
|
---|
| 1094 | }
|
---|
| 1095 | else
|
---|
| 1096 | {
|
---|
| 1097 | mSkyBoxNode->detachAllObjects();
|
---|
| 1098 | }
|
---|
| 1099 |
|
---|
| 1100 | MaterialManager& matMgr = MaterialManager::getSingleton();
|
---|
| 1101 | // Set up the box (6 planes)
|
---|
| 1102 | for (int i = 0; i < 6; ++i)
|
---|
| 1103 | {
|
---|
| 1104 | MeshPtr planeMesh = createSkyboxPlane((BoxPlane)i, distance, orientation, groupName);
|
---|
| 1105 | String entName = "SkyBoxPlane" + StringConverter::toString(i);
|
---|
| 1106 |
|
---|
| 1107 | // Create entity
|
---|
| 1108 | if (mSkyBoxEntity[i])
|
---|
| 1109 | {
|
---|
| 1110 | // destroy old one, do it by name for speed
|
---|
| 1111 | removeEntity(entName);
|
---|
| 1112 | }
|
---|
| 1113 | mSkyBoxEntity[i] = createEntity(entName, planeMesh->getName());
|
---|
| 1114 | mSkyBoxEntity[i]->setCastShadows(false);
|
---|
| 1115 | // Have to create 6 materials, one for each frame
|
---|
| 1116 | // Used to use combined material but now we're using queue we can't split to change frame
|
---|
| 1117 | // This doesn't use much memory because textures aren't duplicated
|
---|
| 1118 | MaterialPtr boxMat = matMgr.getByName(entName);
|
---|
| 1119 | if (boxMat.isNull())
|
---|
| 1120 | {
|
---|
| 1121 | // Create new by clone
|
---|
| 1122 | boxMat = m->clone(entName);
|
---|
| 1123 | boxMat->load();
|
---|
| 1124 | }
|
---|
| 1125 | else
|
---|
| 1126 | {
|
---|
| 1127 | // Copy over existing
|
---|
| 1128 | m->copyDetailsTo(boxMat);
|
---|
| 1129 | boxMat->load();
|
---|
| 1130 | }
|
---|
| 1131 | // Set active frame
|
---|
| 1132 | boxMat->getBestTechnique()->getPass(0)->getTextureUnitState(0)
|
---|
| 1133 | ->setCurrentFrame(i);
|
---|
| 1134 |
|
---|
| 1135 | mSkyBoxEntity[i]->setMaterialName(boxMat->getName());
|
---|
| 1136 |
|
---|
| 1137 | // Attach to node
|
---|
| 1138 | mSkyBoxNode->attachObject(mSkyBoxEntity[i]);
|
---|
| 1139 | } // for each plane
|
---|
| 1140 |
|
---|
| 1141 | }
|
---|
| 1142 | mSkyBoxEnabled = enable;
|
---|
| 1143 | }
|
---|
| 1144 | //-----------------------------------------------------------------------
|
---|
| 1145 | void SceneManager::setSkyDome(
|
---|
| 1146 | bool enable,
|
---|
| 1147 | const String& materialName,
|
---|
| 1148 | Real curvature,
|
---|
| 1149 | Real tiling,
|
---|
| 1150 | Real distance,
|
---|
| 1151 | bool drawFirst,
|
---|
| 1152 | const Quaternion& orientation,
|
---|
| 1153 | int xsegments, int ysegments, int ySegmentsToKeep,
|
---|
| 1154 | const String& groupName)
|
---|
| 1155 | {
|
---|
| 1156 | if (enable)
|
---|
| 1157 | {
|
---|
| 1158 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
| 1159 | if (m.isNull())
|
---|
| 1160 | {
|
---|
| 1161 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 1162 | "Sky dome material '" + materialName + "' not found.",
|
---|
| 1163 | "SceneManager::setSkyDome");
|
---|
| 1164 | }
|
---|
| 1165 | // Make sure the material doesn't update the depth buffer
|
---|
| 1166 | m->setDepthWriteEnabled(false);
|
---|
| 1167 | // Ensure loaded
|
---|
| 1168 | m->load();
|
---|
| 1169 |
|
---|
| 1170 | mSkyDomeDrawFirst = drawFirst;
|
---|
| 1171 |
|
---|
| 1172 | // Create node
|
---|
| 1173 | if (!mSkyDomeNode)
|
---|
| 1174 | {
|
---|
| 1175 | mSkyDomeNode = createSceneNode("SkyDomeNode");
|
---|
| 1176 | }
|
---|
| 1177 | else
|
---|
| 1178 | {
|
---|
| 1179 | mSkyDomeNode->detachAllObjects();
|
---|
| 1180 | }
|
---|
| 1181 |
|
---|
| 1182 | // Set up the dome (5 planes)
|
---|
| 1183 | for (int i = 0; i < 5; ++i)
|
---|
| 1184 | {
|
---|
| 1185 | MeshPtr planeMesh = createSkydomePlane((BoxPlane)i, curvature,
|
---|
| 1186 | tiling, distance, orientation, xsegments, ysegments,
|
---|
| 1187 | i!=BP_UP ? ySegmentsToKeep : -1, groupName);
|
---|
| 1188 |
|
---|
| 1189 | String entName = "SkyDomePlane" + StringConverter::toString(i);
|
---|
| 1190 |
|
---|
| 1191 | // Create entity
|
---|
| 1192 | if (mSkyDomeEntity[i])
|
---|
| 1193 | {
|
---|
| 1194 | // destroy old one, do it by name for speed
|
---|
| 1195 | removeEntity(entName);
|
---|
| 1196 | }
|
---|
| 1197 | mSkyDomeEntity[i] = createEntity(entName, planeMesh->getName());
|
---|
| 1198 | mSkyDomeEntity[i]->setMaterialName(m->getName());
|
---|
| 1199 | mSkyDomeEntity[i]->setCastShadows(false);
|
---|
| 1200 |
|
---|
| 1201 | // Attach to node
|
---|
| 1202 | mSkyDomeNode->attachObject(mSkyDomeEntity[i]);
|
---|
| 1203 | } // for each plane
|
---|
| 1204 |
|
---|
| 1205 | }
|
---|
| 1206 | mSkyDomeEnabled = enable;
|
---|
| 1207 | }
|
---|
| 1208 | //-----------------------------------------------------------------------
|
---|
| 1209 | MeshPtr SceneManager::createSkyboxPlane(
|
---|
| 1210 | BoxPlane bp,
|
---|
| 1211 | Real distance,
|
---|
| 1212 | const Quaternion& orientation,
|
---|
| 1213 | const String& groupName)
|
---|
| 1214 | {
|
---|
| 1215 | Plane plane;
|
---|
| 1216 | String meshName;
|
---|
| 1217 | Vector3 up;
|
---|
| 1218 |
|
---|
| 1219 | meshName = "SkyBoxPlane_";
|
---|
| 1220 | // Set up plane equation
|
---|
| 1221 | plane.d = distance;
|
---|
| 1222 | switch(bp)
|
---|
| 1223 | {
|
---|
| 1224 | case BP_FRONT:
|
---|
| 1225 | plane.normal = Vector3::UNIT_Z;
|
---|
| 1226 | up = Vector3::UNIT_Y;
|
---|
| 1227 | meshName += "Front";
|
---|
| 1228 | break;
|
---|
| 1229 | case BP_BACK:
|
---|
| 1230 | plane.normal = -Vector3::UNIT_Z;
|
---|
| 1231 | up = Vector3::UNIT_Y;
|
---|
| 1232 | meshName += "Back";
|
---|
| 1233 | break;
|
---|
| 1234 | case BP_LEFT:
|
---|
| 1235 | plane.normal = Vector3::UNIT_X;
|
---|
| 1236 | up = Vector3::UNIT_Y;
|
---|
| 1237 | meshName += "Left";
|
---|
| 1238 | break;
|
---|
| 1239 | case BP_RIGHT:
|
---|
| 1240 | plane.normal = -Vector3::UNIT_X;
|
---|
| 1241 | up = Vector3::UNIT_Y;
|
---|
| 1242 | meshName += "Right";
|
---|
| 1243 | break;
|
---|
| 1244 | case BP_UP:
|
---|
| 1245 | plane.normal = -Vector3::UNIT_Y;
|
---|
| 1246 | up = Vector3::UNIT_Z;
|
---|
| 1247 | meshName += "Up";
|
---|
| 1248 | break;
|
---|
| 1249 | case BP_DOWN:
|
---|
| 1250 | plane.normal = Vector3::UNIT_Y;
|
---|
| 1251 | up = -Vector3::UNIT_Z;
|
---|
| 1252 | meshName += "Down";
|
---|
| 1253 | break;
|
---|
| 1254 | }
|
---|
| 1255 | // Modify by orientation
|
---|
| 1256 | plane.normal = orientation * plane.normal;
|
---|
| 1257 | up = orientation * up;
|
---|
| 1258 |
|
---|
| 1259 |
|
---|
| 1260 | // Check to see if existing plane
|
---|
| 1261 | MeshManager& mm = MeshManager::getSingleton();
|
---|
| 1262 | MeshPtr planeMesh = mm.getByName(meshName);
|
---|
| 1263 | if(!planeMesh.isNull())
|
---|
| 1264 | {
|
---|
| 1265 | // destroy existing
|
---|
| 1266 | mm.remove(planeMesh->getHandle());
|
---|
| 1267 | }
|
---|
| 1268 | // Create new
|
---|
| 1269 | Real planeSize = distance * 2;
|
---|
| 1270 | const int BOX_SEGMENTS = 1;
|
---|
| 1271 | planeMesh = mm.createPlane(meshName, groupName, plane, planeSize, planeSize,
|
---|
| 1272 | BOX_SEGMENTS, BOX_SEGMENTS, false, 1, 1, 1, up);
|
---|
| 1273 |
|
---|
| 1274 | //planeMesh->_dumpContents(meshName);
|
---|
| 1275 |
|
---|
| 1276 | return planeMesh;
|
---|
| 1277 |
|
---|
| 1278 | }
|
---|
| 1279 | //-----------------------------------------------------------------------
|
---|
| 1280 | MeshPtr SceneManager::createSkydomePlane(
|
---|
| 1281 | BoxPlane bp,
|
---|
| 1282 | Real curvature,
|
---|
| 1283 | Real tiling,
|
---|
| 1284 | Real distance,
|
---|
| 1285 | const Quaternion& orientation,
|
---|
| 1286 | int xsegments, int ysegments, int ysegments_keep,
|
---|
| 1287 | const String& groupName)
|
---|
| 1288 | {
|
---|
| 1289 |
|
---|
| 1290 | Plane plane;
|
---|
| 1291 | String meshName;
|
---|
| 1292 | Vector3 up;
|
---|
| 1293 |
|
---|
| 1294 | meshName = "SkyDomePlane_";
|
---|
| 1295 | // Set up plane equation
|
---|
| 1296 | plane.d = distance;
|
---|
| 1297 | switch(bp)
|
---|
| 1298 | {
|
---|
| 1299 | case BP_FRONT:
|
---|
| 1300 | plane.normal = Vector3::UNIT_Z;
|
---|
| 1301 | up = Vector3::UNIT_Y;
|
---|
| 1302 | meshName += "Front";
|
---|
| 1303 | break;
|
---|
| 1304 | case BP_BACK:
|
---|
| 1305 | plane.normal = -Vector3::UNIT_Z;
|
---|
| 1306 | up = Vector3::UNIT_Y;
|
---|
| 1307 | meshName += "Back";
|
---|
| 1308 | break;
|
---|
| 1309 | case BP_LEFT:
|
---|
| 1310 | plane.normal = Vector3::UNIT_X;
|
---|
| 1311 | up = Vector3::UNIT_Y;
|
---|
| 1312 | meshName += "Left";
|
---|
| 1313 | break;
|
---|
| 1314 | case BP_RIGHT:
|
---|
| 1315 | plane.normal = -Vector3::UNIT_X;
|
---|
| 1316 | up = Vector3::UNIT_Y;
|
---|
| 1317 | meshName += "Right";
|
---|
| 1318 | break;
|
---|
| 1319 | case BP_UP:
|
---|
| 1320 | plane.normal = -Vector3::UNIT_Y;
|
---|
| 1321 | up = Vector3::UNIT_Z;
|
---|
| 1322 | meshName += "Up";
|
---|
| 1323 | break;
|
---|
| 1324 | case BP_DOWN:
|
---|
| 1325 | // no down
|
---|
| 1326 | return MeshPtr();
|
---|
| 1327 | }
|
---|
| 1328 | // Modify by orientation
|
---|
| 1329 | plane.normal = orientation * plane.normal;
|
---|
| 1330 | up = orientation * up;
|
---|
| 1331 |
|
---|
| 1332 | // Check to see if existing plane
|
---|
| 1333 | MeshManager& mm = MeshManager::getSingleton();
|
---|
| 1334 | MeshPtr planeMesh = mm.getByName(meshName);
|
---|
| 1335 | if(!planeMesh.isNull())
|
---|
| 1336 | {
|
---|
| 1337 | // destroy existing
|
---|
| 1338 | mm.remove(planeMesh->getHandle());
|
---|
| 1339 | }
|
---|
| 1340 | // Create new
|
---|
| 1341 | Real planeSize = distance * 2;
|
---|
| 1342 | planeMesh = mm.createCurvedIllusionPlane(meshName, groupName, plane,
|
---|
| 1343 | planeSize, planeSize, curvature,
|
---|
| 1344 | xsegments, ysegments, false, 1, tiling, tiling, up,
|
---|
| 1345 | orientation, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, HardwareBuffer::HBU_STATIC_WRITE_ONLY,
|
---|
| 1346 | false, false, ysegments_keep);
|
---|
| 1347 |
|
---|
| 1348 | //planeMesh->_dumpContents(meshName);
|
---|
| 1349 |
|
---|
| 1350 | return planeMesh;
|
---|
| 1351 |
|
---|
| 1352 | }
|
---|
| 1353 |
|
---|
| 1354 |
|
---|
| 1355 | //-----------------------------------------------------------------------
|
---|
| 1356 | void SceneManager::_updateSceneGraph(Camera* cam)
|
---|
| 1357 | {
|
---|
| 1358 | // Cascade down the graph updating transforms & world bounds
|
---|
| 1359 | // In this implementation, just update from the root
|
---|
| 1360 | // Smarter SceneManager subclasses may choose to update only
|
---|
| 1361 | // certain scene graph branches
|
---|
| 1362 | mSceneRoot->_update(true, false);
|
---|
| 1363 |
|
---|
| 1364 |
|
---|
| 1365 | }
|
---|
| 1366 | //-----------------------------------------------------------------------
|
---|
| 1367 | void SceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
|
---|
| 1368 | {
|
---|
| 1369 | // Tell nodes to find, cascade down all nodes
|
---|
| 1370 | mSceneRoot->_findVisibleObjects(cam, getRenderQueue(), true,
|
---|
| 1371 | mDisplayNodes, onlyShadowCasters);
|
---|
| 1372 |
|
---|
| 1373 | }
|
---|
| 1374 | //-----------------------------------------------------------------------
|
---|
| 1375 | void SceneManager::_renderVisibleObjects(void)
|
---|
| 1376 | {
|
---|
| 1377 | // Render each separate queue
|
---|
| 1378 | RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator();
|
---|
| 1379 |
|
---|
| 1380 | // NB only queues which have been created are rendered, no time is wasted
|
---|
| 1381 | // parsing through non-existent queues (even though there are 10 available)
|
---|
| 1382 |
|
---|
| 1383 | while (queueIt.hasMoreElements())
|
---|
| 1384 | {
|
---|
| 1385 | // Get queue group id
|
---|
| 1386 | RenderQueueGroupID qId = queueIt.peekNextKey();
|
---|
| 1387 | RenderQueueGroup* pGroup = queueIt.getNext();
|
---|
| 1388 | // Skip this one if not to be processed
|
---|
| 1389 | if (!isRenderQueueToBeProcessed(qId))
|
---|
| 1390 | continue;
|
---|
| 1391 |
|
---|
| 1392 |
|
---|
| 1393 | bool repeatQueue = false;
|
---|
| 1394 | do // for repeating queues
|
---|
| 1395 | {
|
---|
| 1396 | // Fire queue started event
|
---|
| 1397 | if (fireRenderQueueStarted(qId))
|
---|
| 1398 | {
|
---|
| 1399 | // Someone requested we skip this queue
|
---|
| 1400 | continue;
|
---|
| 1401 | }
|
---|
| 1402 |
|
---|
| 1403 | renderQueueGroupObjects(pGroup);
|
---|
| 1404 |
|
---|
| 1405 | // Fire queue ended event
|
---|
| 1406 | if (fireRenderQueueEnded(qId))
|
---|
| 1407 | {
|
---|
| 1408 | // Someone requested we repeat this queue
|
---|
| 1409 | repeatQueue = true;
|
---|
| 1410 | }
|
---|
| 1411 | else
|
---|
| 1412 | {
|
---|
| 1413 | repeatQueue = false;
|
---|
| 1414 | }
|
---|
| 1415 | } while (repeatQueue);
|
---|
| 1416 |
|
---|
| 1417 | } // for each queue group
|
---|
| 1418 |
|
---|
| 1419 | }
|
---|
| 1420 | //-----------------------------------------------------------------------
|
---|
| 1421 | void SceneManager::renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1422 | {
|
---|
| 1423 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1424 | LightList lightList;
|
---|
| 1425 |
|
---|
| 1426 | while (groupIt.hasMoreElements())
|
---|
| 1427 | {
|
---|
| 1428 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1429 |
|
---|
| 1430 | // Sort the queue first
|
---|
| 1431 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1432 |
|
---|
| 1433 | // Clear light list
|
---|
| 1434 | lightList.clear();
|
---|
| 1435 |
|
---|
| 1436 | // Render all the ambient passes first, no light iteration, no lights
|
---|
| 1437 | mIlluminationStage = IRS_AMBIENT;
|
---|
| 1438 | renderObjects(pPriorityGrp->_getSolidPasses(), false, &lightList);
|
---|
| 1439 | // Also render any objects which have receive shadows disabled
|
---|
| 1440 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 1441 |
|
---|
| 1442 |
|
---|
| 1443 | // Now iterate per light
|
---|
| 1444 | mIlluminationStage = IRS_PER_LIGHT;
|
---|
| 1445 |
|
---|
| 1446 | // Iterate over lights, render all volumes to stencil
|
---|
| 1447 | LightList::const_iterator li, liend;
|
---|
| 1448 | liend = mLightsAffectingFrustum.end();
|
---|
| 1449 |
|
---|
| 1450 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
| 1451 | {
|
---|
| 1452 | Light* l = *li;
|
---|
| 1453 | // Set light state
|
---|
| 1454 |
|
---|
| 1455 | if (l->getCastShadows())
|
---|
| 1456 | {
|
---|
| 1457 | // Clear stencil
|
---|
| 1458 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL);
|
---|
| 1459 | renderShadowVolumesToStencil(l, mCameraInProgress);
|
---|
| 1460 | // turn stencil check on
|
---|
| 1461 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
| 1462 | // NB we render where the stencil is equal to zero to render lit areas
|
---|
| 1463 | mDestRenderSystem->setStencilBufferParams(CMPF_EQUAL, 0);
|
---|
| 1464 | }
|
---|
| 1465 |
|
---|
| 1466 | // render lighting passes for this light
|
---|
| 1467 | if (lightList.empty())
|
---|
| 1468 | lightList.push_back(l);
|
---|
| 1469 | else
|
---|
| 1470 | lightList[0] = l;
|
---|
| 1471 | renderObjects(pPriorityGrp->_getSolidPassesDiffuseSpecular(), false, &lightList);
|
---|
| 1472 |
|
---|
| 1473 | // Reset stencil params
|
---|
| 1474 | mDestRenderSystem->setStencilBufferParams();
|
---|
| 1475 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
| 1476 | mDestRenderSystem->_setDepthBufferParams();
|
---|
| 1477 |
|
---|
| 1478 | }// for each light
|
---|
| 1479 |
|
---|
| 1480 |
|
---|
| 1481 | // Now render decal passes, no need to set lights as lighting will be disabled
|
---|
| 1482 | mIlluminationStage = IRS_DECAL;
|
---|
| 1483 | renderObjects(pPriorityGrp->_getSolidPassesDecal(), false);
|
---|
| 1484 |
|
---|
| 1485 |
|
---|
| 1486 | }// for each priority
|
---|
| 1487 |
|
---|
| 1488 | // reset lighting stage
|
---|
| 1489 | mIlluminationStage = IRS_NONE;
|
---|
| 1490 |
|
---|
| 1491 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1492 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator();
|
---|
| 1493 | while (groupIt2.hasMoreElements())
|
---|
| 1494 | {
|
---|
| 1495 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext();
|
---|
| 1496 |
|
---|
| 1497 | // Do transparents
|
---|
| 1498 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1499 |
|
---|
| 1500 | }// for each priority
|
---|
| 1501 |
|
---|
| 1502 |
|
---|
| 1503 | }
|
---|
| 1504 | //-----------------------------------------------------------------------
|
---|
| 1505 | void SceneManager::renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1506 | {
|
---|
| 1507 | /* For each light, we need to render all the solids from each group,
|
---|
| 1508 | then do the modulative shadows, then render the transparents from
|
---|
| 1509 | each group.
|
---|
| 1510 | Now, this means we are going to reorder things more, but that it required
|
---|
| 1511 | if the shadows are to look correct. The overall order is preserved anyway,
|
---|
| 1512 | it's just that all the transparents are at the end instead of them being
|
---|
| 1513 | interleaved as in the normal rendering loop.
|
---|
| 1514 | */
|
---|
| 1515 | // Iterate through priorities
|
---|
| 1516 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1517 |
|
---|
| 1518 | while (groupIt.hasMoreElements())
|
---|
| 1519 | {
|
---|
| 1520 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1521 |
|
---|
| 1522 | // Sort the queue first
|
---|
| 1523 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1524 |
|
---|
| 1525 | // Do (shadowable) solids
|
---|
| 1526 | renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 1527 | }
|
---|
| 1528 |
|
---|
| 1529 |
|
---|
| 1530 | // Iterate over lights, render all volumes to stencil
|
---|
| 1531 | LightList::const_iterator li, liend;
|
---|
| 1532 | liend = mLightsAffectingFrustum.end();
|
---|
| 1533 |
|
---|
| 1534 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
| 1535 | {
|
---|
| 1536 | Light* l = *li;
|
---|
| 1537 | if (l->getCastShadows())
|
---|
| 1538 | {
|
---|
| 1539 | // Clear stencil
|
---|
| 1540 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL);
|
---|
| 1541 | renderShadowVolumesToStencil(l, mCameraInProgress);
|
---|
| 1542 | // render full-screen shadow modulator for all lights
|
---|
| 1543 | //LogManager::getSingleton().logMessage("setting shadow modulative pass");
|
---|
| 1544 | setPass(mShadowModulativePass);
|
---|
| 1545 | // turn stencil check on
|
---|
| 1546 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
| 1547 | // NB we render where the stencil is not equal to zero to render shadows, not lit areas
|
---|
| 1548 | mDestRenderSystem->setStencilBufferParams(CMPF_NOT_EQUAL, 0);
|
---|
| 1549 | renderSingleObject(mFullScreenQuad, mShadowModulativePass, false);
|
---|
| 1550 | // Reset stencil params
|
---|
| 1551 | mDestRenderSystem->setStencilBufferParams();
|
---|
| 1552 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
| 1553 | mDestRenderSystem->_setDepthBufferParams();
|
---|
| 1554 | }
|
---|
| 1555 |
|
---|
| 1556 | }// for each light
|
---|
| 1557 |
|
---|
| 1558 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1559 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator();
|
---|
| 1560 | while (groupIt2.hasMoreElements())
|
---|
| 1561 | {
|
---|
| 1562 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext();
|
---|
| 1563 |
|
---|
| 1564 | // Do non-shadowable solids
|
---|
| 1565 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 1566 |
|
---|
| 1567 | }// for each priority
|
---|
| 1568 |
|
---|
| 1569 |
|
---|
| 1570 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1571 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator();
|
---|
| 1572 | while (groupIt3.hasMoreElements())
|
---|
| 1573 | {
|
---|
| 1574 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext();
|
---|
| 1575 |
|
---|
| 1576 | // Do transparents
|
---|
| 1577 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1578 |
|
---|
| 1579 | }// for each priority
|
---|
| 1580 |
|
---|
| 1581 | }
|
---|
| 1582 | //-----------------------------------------------------------------------
|
---|
| 1583 | void SceneManager::renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1584 | {
|
---|
| 1585 | static LightList nullLightList;
|
---|
| 1586 | // This is like the basic group render, except we skip all transparents
|
---|
| 1587 | // and we also render any non-shadowed objects
|
---|
| 1588 | // Note that non-shadow casters will have already been eliminated during
|
---|
| 1589 | // _findVisibleObjects
|
---|
| 1590 |
|
---|
| 1591 | // Iterate through priorities
|
---|
| 1592 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1593 |
|
---|
| 1594 | // Override auto param ambient to force vertex programs and fixed function to
|
---|
| 1595 | // use shadow colour
|
---|
| 1596 | mAutoParamDataSource.setAmbientLightColour(mShadowColour);
|
---|
| 1597 | mDestRenderSystem->setAmbientLight(mShadowColour.r, mShadowColour.g, mShadowColour.b);
|
---|
| 1598 |
|
---|
| 1599 | while (groupIt.hasMoreElements())
|
---|
| 1600 | {
|
---|
| 1601 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1602 |
|
---|
| 1603 | // Sort the queue first
|
---|
| 1604 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1605 |
|
---|
| 1606 | // Do solids, override light list incase any vertex programs use them
|
---|
| 1607 | renderObjects(pPriorityGrp->_getSolidPasses(), false, &nullLightList);
|
---|
| 1608 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), false, &nullLightList);
|
---|
| 1609 | // Do transparents that cast shadows
|
---|
| 1610 | renderTransparentShadowCasterObjects(
|
---|
| 1611 | pPriorityGrp->_getTransparentPasses(), false, &nullLightList);
|
---|
| 1612 |
|
---|
| 1613 |
|
---|
| 1614 | }// for each priority
|
---|
| 1615 |
|
---|
| 1616 | // reset ambient light
|
---|
| 1617 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
| 1618 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
| 1619 | }
|
---|
| 1620 | //-----------------------------------------------------------------------
|
---|
| 1621 | void SceneManager::renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1622 | {
|
---|
| 1623 | /* For each light, we need to render all the solids from each group,
|
---|
| 1624 | then do the modulative shadows, then render the transparents from
|
---|
| 1625 | each group.
|
---|
| 1626 | Now, this means we are going to reorder things more, but that it required
|
---|
| 1627 | if the shadows are to look correct. The overall order is preserved anyway,
|
---|
| 1628 | it's just that all the transparents are at the end instead of them being
|
---|
| 1629 | interleaved as in the normal rendering loop.
|
---|
| 1630 | */
|
---|
| 1631 | // Iterate through priorities
|
---|
| 1632 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1633 |
|
---|
| 1634 | while (groupIt.hasMoreElements())
|
---|
| 1635 | {
|
---|
| 1636 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1637 |
|
---|
| 1638 | // Sort the queue first
|
---|
| 1639 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1640 |
|
---|
| 1641 | // Do solids
|
---|
| 1642 | renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 1643 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 1644 | }
|
---|
| 1645 |
|
---|
| 1646 |
|
---|
| 1647 | // Iterate over lights, render received shadows
|
---|
| 1648 | // only perform this if we're in the 'normal' render stage, to avoid
|
---|
| 1649 | // doing it during the render to texture
|
---|
| 1650 | if (mIlluminationStage == IRS_NONE)
|
---|
| 1651 | {
|
---|
| 1652 | mIlluminationStage = IRS_RENDER_MODULATIVE_PASS;
|
---|
| 1653 |
|
---|
| 1654 | LightList::iterator i, iend;
|
---|
| 1655 | ShadowTextureList::iterator si, siend;
|
---|
| 1656 | iend = mLightsAffectingFrustum.end();
|
---|
| 1657 | siend = mShadowTextures.end();
|
---|
| 1658 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin();
|
---|
| 1659 | i != iend && si != siend; ++i)
|
---|
| 1660 | {
|
---|
| 1661 | Light* l = *i;
|
---|
| 1662 |
|
---|
| 1663 | if (!l->getCastShadows())
|
---|
| 1664 | continue;
|
---|
| 1665 |
|
---|
| 1666 | mCurrentShadowTexture = *si;
|
---|
| 1667 | // Hook up receiver texture
|
---|
| 1668 | mShadowReceiverPass->getTextureUnitState(0)->setTextureName(
|
---|
| 1669 | mCurrentShadowTexture->getName());
|
---|
| 1670 | // Hook up projection frustum
|
---|
| 1671 | mShadowReceiverPass->getTextureUnitState(0)->setProjectiveTexturing(
|
---|
| 1672 | true, mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1673 | mAutoParamDataSource.setTextureProjector(
|
---|
| 1674 | mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1675 | // if this light is a spotlight, we need to add the spot fader layer
|
---|
| 1676 | if (l->getType() == Light::LT_SPOTLIGHT)
|
---|
| 1677 | {
|
---|
| 1678 | // Add spot fader if not present already
|
---|
| 1679 | if (mShadowReceiverPass->getNumTextureUnitStates() == 1)
|
---|
| 1680 | {
|
---|
| 1681 | TextureUnitState* t =
|
---|
| 1682 | mShadowReceiverPass->createTextureUnitState("spot_shadow_fade.png");
|
---|
| 1683 | t->setProjectiveTexturing(
|
---|
| 1684 | true, mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1685 | t->setColourOperation(LBO_ADD);
|
---|
| 1686 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 1687 | }
|
---|
| 1688 | else
|
---|
| 1689 | {
|
---|
| 1690 | // Just set projector
|
---|
| 1691 | TextureUnitState* t =
|
---|
| 1692 | mShadowReceiverPass->getTextureUnitState(1);
|
---|
| 1693 | t->setProjectiveTexturing(
|
---|
| 1694 | true, mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1695 | }
|
---|
| 1696 | }
|
---|
| 1697 | else if (mShadowReceiverPass->getNumTextureUnitStates() > 1)
|
---|
| 1698 | {
|
---|
| 1699 | // remove spot fader layer
|
---|
| 1700 | mShadowReceiverPass->removeTextureUnitState(1);
|
---|
| 1701 |
|
---|
| 1702 | }
|
---|
| 1703 | mShadowReceiverPass->_load();
|
---|
| 1704 |
|
---|
| 1705 | if (l->getCastShadows() && pGroup->getShadowsEnabled())
|
---|
| 1706 | {
|
---|
| 1707 | renderTextureShadowReceiverQueueGroupObjects(pGroup);
|
---|
| 1708 | }
|
---|
| 1709 |
|
---|
| 1710 | ++si;
|
---|
| 1711 |
|
---|
| 1712 | }// for each light
|
---|
| 1713 |
|
---|
| 1714 | mIlluminationStage = IRS_NONE;
|
---|
| 1715 |
|
---|
| 1716 | }
|
---|
| 1717 |
|
---|
| 1718 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1719 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator();
|
---|
| 1720 | while (groupIt3.hasMoreElements())
|
---|
| 1721 | {
|
---|
| 1722 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext();
|
---|
| 1723 |
|
---|
| 1724 | // Do transparents
|
---|
| 1725 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1726 |
|
---|
| 1727 | }// for each priority
|
---|
| 1728 |
|
---|
| 1729 | }
|
---|
| 1730 | //-----------------------------------------------------------------------
|
---|
| 1731 | void SceneManager::renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1732 | {
|
---|
| 1733 | static LightList nullLightList;
|
---|
| 1734 |
|
---|
| 1735 | // Iterate through priorities
|
---|
| 1736 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1737 |
|
---|
| 1738 | // Override auto param ambient to force vertex programs to go full-bright
|
---|
| 1739 | mAutoParamDataSource.setAmbientLightColour(ColourValue::White);
|
---|
| 1740 | mDestRenderSystem->setAmbientLight(1, 1, 1);
|
---|
| 1741 |
|
---|
| 1742 | while (groupIt.hasMoreElements())
|
---|
| 1743 | {
|
---|
| 1744 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1745 |
|
---|
| 1746 | // Do solids, override light list incase any vertex programs use them
|
---|
| 1747 | renderObjects(pPriorityGrp->_getSolidPasses(), false, &nullLightList);
|
---|
| 1748 |
|
---|
| 1749 | // Don't render transparents or passes which have shadow receipt disabled
|
---|
| 1750 |
|
---|
| 1751 | }// for each priority
|
---|
| 1752 |
|
---|
| 1753 | // reset ambient
|
---|
| 1754 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
| 1755 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
| 1756 |
|
---|
| 1757 | }
|
---|
| 1758 | //-----------------------------------------------------------------------
|
---|
| 1759 | bool SceneManager::validatePassForRendering(Pass* pass)
|
---|
| 1760 | {
|
---|
| 1761 | // Bypass if we're doing a texture shadow render and
|
---|
| 1762 | // this pass is after the first (only 1 pass needed for shadow texture)
|
---|
| 1763 | if ((mIlluminationStage == IRS_RENDER_TO_TEXTURE ||
|
---|
| 1764 | mIlluminationStage == IRS_RENDER_MODULATIVE_PASS) &&
|
---|
| 1765 | pass->getIndex() > 0)
|
---|
| 1766 | {
|
---|
| 1767 | return false;
|
---|
| 1768 | }
|
---|
| 1769 |
|
---|
| 1770 | return true;
|
---|
| 1771 | }
|
---|
| 1772 | //-----------------------------------------------------------------------
|
---|
| 1773 | bool SceneManager::validateRenderableForRendering(Pass* pass, Renderable* rend)
|
---|
| 1774 | {
|
---|
| 1775 | // Skip this renderable if we're doing texture shadows, it casts shadows
|
---|
| 1776 | // and we're doing the render receivers pass and we're not self-shadowing
|
---|
| 1777 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
|
---|
| 1778 | mIlluminationStage == IRS_RENDER_MODULATIVE_PASS &&
|
---|
| 1779 | rend->getCastsShadows() && !mShadowTextureSelfShadow)
|
---|
| 1780 | {
|
---|
| 1781 | return false;
|
---|
| 1782 | }
|
---|
| 1783 |
|
---|
| 1784 | return true;
|
---|
| 1785 |
|
---|
| 1786 | }
|
---|
| 1787 | //-----------------------------------------------------------------------
|
---|
| 1788 | void SceneManager::renderObjects(
|
---|
| 1789 | const RenderPriorityGroup::SolidRenderablePassMap& objs, bool doLightIteration,
|
---|
| 1790 | const LightList* manualLightList)
|
---|
| 1791 | {
|
---|
| 1792 | // ----- SOLIDS LOOP -----
|
---|
| 1793 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
|
---|
| 1794 | ipassend = objs.end();
|
---|
| 1795 | for (ipass = objs.begin(); ipass != ipassend; ++ipass)
|
---|
| 1796 | {
|
---|
| 1797 | // Fast bypass if this group is now empty
|
---|
| 1798 | if (ipass->second->empty()) continue;
|
---|
| 1799 |
|
---|
| 1800 | // Give SM a chance to eliminate this pass
|
---|
| 1801 | if (!validatePassForRendering(ipass->first))
|
---|
| 1802 | continue;
|
---|
| 1803 |
|
---|
| 1804 | //LogManager::getSingleton().logMessage("setting solid pass");
|
---|
| 1805 | // For solids, we try to do each pass in turn
|
---|
| 1806 | Pass* usedPass = setPass(ipass->first);
|
---|
| 1807 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
---|
| 1808 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
---|
| 1809 | irendend = rendList->end();
|
---|
| 1810 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
---|
| 1811 | {
|
---|
| 1812 | // Give SM a chance to eliminate
|
---|
| 1813 | if (!validateRenderableForRendering(ipass->first, *irend))
|
---|
| 1814 | continue;
|
---|
| 1815 | // Render a single object, this will set up auto params if required
|
---|
| 1816 | renderSingleObject(*irend, usedPass, doLightIteration, manualLightList);
|
---|
| 1817 | }
|
---|
| 1818 | }
|
---|
| 1819 | }
|
---|
| 1820 | //-----------------------------------------------------------------------
|
---|
| 1821 | void SceneManager::renderObjects(
|
---|
| 1822 | const RenderPriorityGroup::TransparentRenderablePassList& objs, bool doLightIteration,
|
---|
| 1823 | const LightList* manualLightList)
|
---|
| 1824 | {
|
---|
| 1825 | // ----- TRANSPARENT LOOP -----
|
---|
| 1826 | // This time we render by Z, not by pass
|
---|
| 1827 | // The mTransparentObjects set needs to be ordered first
|
---|
| 1828 | // Render each non-transparent entity in turn, grouped by material
|
---|
| 1829 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator itrans, itransend;
|
---|
| 1830 |
|
---|
| 1831 | itransend = objs.end();
|
---|
| 1832 | for (itrans = objs.begin();
|
---|
| 1833 | itrans != itransend; ++itrans)
|
---|
| 1834 | {
|
---|
| 1835 | //LogManager::getSingleton().logMessage("setting transparent pass");
|
---|
| 1836 | // For transparents, we have to accept that we can't sort entirely by pass
|
---|
| 1837 | setPass(itrans->pass);
|
---|
| 1838 | renderSingleObject(itrans->renderable, itrans->pass, doLightIteration,
|
---|
| 1839 | manualLightList);
|
---|
| 1840 | }
|
---|
| 1841 |
|
---|
| 1842 | }
|
---|
| 1843 | //-----------------------------------------------------------------------
|
---|
| 1844 | void SceneManager::renderQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1845 | {
|
---|
| 1846 | if (pGroup->getShadowsEnabled() &&
|
---|
| 1847 | mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
| 1848 | {
|
---|
| 1849 | // Additive stencil shadows in use
|
---|
| 1850 | renderAdditiveStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 1851 | }
|
---|
| 1852 | else if (pGroup->getShadowsEnabled() &&
|
---|
| 1853 | mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
| 1854 | {
|
---|
| 1855 | // Modulative stencil shadows in use
|
---|
| 1856 | renderModulativeStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 1857 | }
|
---|
| 1858 | else if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 1859 | {
|
---|
| 1860 | // Modulative texture shadows in use
|
---|
| 1861 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE)
|
---|
| 1862 | {
|
---|
| 1863 | // Shadow caster pass
|
---|
| 1864 | if (pGroup->getShadowsEnabled())
|
---|
| 1865 | renderTextureShadowCasterQueueGroupObjects(pGroup);
|
---|
| 1866 | }
|
---|
| 1867 | else
|
---|
| 1868 | {
|
---|
| 1869 | // Ordinary pass
|
---|
| 1870 | renderModulativeTextureShadowedQueueGroupObjects(pGroup);
|
---|
| 1871 | }
|
---|
| 1872 | }
|
---|
| 1873 | else
|
---|
| 1874 | {
|
---|
| 1875 | // No shadows, ordinary pass
|
---|
| 1876 | renderBasicQueueGroupObjects(pGroup);
|
---|
| 1877 | }
|
---|
| 1878 |
|
---|
| 1879 |
|
---|
| 1880 | }
|
---|
| 1881 | //-----------------------------------------------------------------------
|
---|
| 1882 | void SceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1883 | {
|
---|
| 1884 | // Basic render loop
|
---|
| 1885 | // Iterate through priorities
|
---|
| 1886 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1887 |
|
---|
| 1888 | while (groupIt.hasMoreElements())
|
---|
| 1889 | {
|
---|
| 1890 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1891 |
|
---|
| 1892 | // Sort the queue first
|
---|
| 1893 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1894 |
|
---|
| 1895 | // Do solids
|
---|
| 1896 | renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 1897 | // Do transparents
|
---|
| 1898 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1899 |
|
---|
| 1900 |
|
---|
| 1901 | }// for each priority
|
---|
| 1902 | }
|
---|
| 1903 | //-----------------------------------------------------------------------
|
---|
| 1904 | void SceneManager::renderTransparentShadowCasterObjects(
|
---|
| 1905 | const RenderPriorityGroup::TransparentRenderablePassList& objs, bool doLightIteration,
|
---|
| 1906 | const LightList* manualLightList)
|
---|
| 1907 | {
|
---|
| 1908 | // ----- TRANSPARENT LOOP as in renderObjects above, but changed a bit -----
|
---|
| 1909 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator itrans, itransend;
|
---|
| 1910 |
|
---|
| 1911 | itransend = objs.end();
|
---|
| 1912 | for (itrans = objs.begin();
|
---|
| 1913 | itrans != itransend; ++itrans)
|
---|
| 1914 | {
|
---|
| 1915 | Renderable *r = itrans->renderable;
|
---|
| 1916 | Pass *p = itrans->pass;
|
---|
| 1917 |
|
---|
| 1918 | // only render this pass if it's being forced to cast shadows
|
---|
| 1919 | if (p->getParent()->getParent()->getTransparencyCastsShadows())
|
---|
| 1920 | {
|
---|
| 1921 | //LogManager::getSingleton().logMessage("setting transparent shadow pass");
|
---|
| 1922 | setPass(p);
|
---|
| 1923 | renderSingleObject(itrans->renderable, p, doLightIteration, manualLightList);
|
---|
| 1924 | }
|
---|
[61] | 1925 | }
|
---|
[131] | 1926 | }
|
---|
| 1927 | //-----------------------------------------------------------------------
|
---|
| 1928 | void SceneManager::renderSingleObject(Renderable* rend, Pass* pass,
|
---|
| 1929 | bool doLightIteration, const LightList* manualLightList)
|
---|
| 1930 | {
|
---|
| 1931 | static Matrix4 xform[256];
|
---|
| 1932 | unsigned short numMatrices;
|
---|
| 1933 | static bool normalisedNormals = false;
|
---|
| 1934 | static SceneDetailLevel camDetailLevel = mCameraInProgress->getDetailLevel();
|
---|
| 1935 | static SceneDetailLevel lastDetailLevel = camDetailLevel;
|
---|
| 1936 | static RenderOperation ro;
|
---|
| 1937 | static LightList localLightList;
|
---|
| 1938 |
|
---|
| 1939 | if (pass->isProgrammable())
|
---|
| 1940 | {
|
---|
| 1941 | // Tell auto params object about the renderable change
|
---|
| 1942 | mAutoParamDataSource.setCurrentRenderable(rend);
|
---|
| 1943 | pass->_updateAutoParamsNoLights(mAutoParamDataSource);
|
---|
| 1944 | }
|
---|
| 1945 |
|
---|
| 1946 | // Set world transformation
|
---|
| 1947 | rend->getWorldTransforms(xform);
|
---|
| 1948 | numMatrices = rend->getNumWorldTransforms();
|
---|
| 1949 | if (numMatrices > 1)
|
---|
| 1950 | {
|
---|
| 1951 | mDestRenderSystem->_setWorldMatrices(xform, numMatrices);
|
---|
| 1952 | }
|
---|
| 1953 | else
|
---|
| 1954 | {
|
---|
| 1955 | mDestRenderSystem->_setWorldMatrix(*xform);
|
---|
| 1956 | }
|
---|
| 1957 |
|
---|
| 1958 | // Issue view / projection changes if any
|
---|
| 1959 | useRenderableViewProjMode(rend);
|
---|
| 1960 |
|
---|
| 1961 | // Reissue any texture gen settings which are dependent on view matrix
|
---|
| 1962 | Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
|
---|
| 1963 | size_t unit = 0;
|
---|
| 1964 | while(texIter.hasMoreElements())
|
---|
| 1965 | {
|
---|
| 1966 | TextureUnitState* pTex = texIter.getNext();
|
---|
| 1967 | if (pTex->hasViewRelativeTextureCoordinateGeneration())
|
---|
| 1968 | {
|
---|
| 1969 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex);
|
---|
| 1970 | }
|
---|
| 1971 | ++unit;
|
---|
| 1972 | }
|
---|
| 1973 |
|
---|
| 1974 |
|
---|
| 1975 | // Sort out normalisation
|
---|
| 1976 | bool thisNormalise = rend->getNormaliseNormals();
|
---|
| 1977 | if (thisNormalise != normalisedNormals)
|
---|
| 1978 | {
|
---|
| 1979 | mDestRenderSystem->setNormaliseNormals(thisNormalise);
|
---|
| 1980 | normalisedNormals = thisNormalise;
|
---|
| 1981 | }
|
---|
| 1982 |
|
---|
| 1983 | // Set up the solid / wireframe override
|
---|
| 1984 | SceneDetailLevel reqDetail = rend->getRenderDetail();
|
---|
| 1985 | if (reqDetail != lastDetailLevel || reqDetail != camDetailLevel)
|
---|
| 1986 | {
|
---|
| 1987 | if (reqDetail > camDetailLevel)
|
---|
| 1988 | {
|
---|
| 1989 | // only downgrade detail; if cam says wireframe we don't go up to solid
|
---|
| 1990 | reqDetail = camDetailLevel;
|
---|
| 1991 | }
|
---|
| 1992 | mDestRenderSystem->_setRasterisationMode(reqDetail);
|
---|
| 1993 | lastDetailLevel = reqDetail;
|
---|
| 1994 |
|
---|
| 1995 | }
|
---|
| 1996 |
|
---|
| 1997 | mDestRenderSystem->setClipPlanes(rend->getClipPlanes());
|
---|
| 1998 |
|
---|
| 1999 | // Set up rendering operation
|
---|
| 2000 | rend->getRenderOperation(ro);
|
---|
| 2001 | ro.srcRenderable = rend;
|
---|
| 2002 |
|
---|
| 2003 | if (doLightIteration)
|
---|
| 2004 | {
|
---|
| 2005 | // Here's where we issue the rendering operation to the render system
|
---|
| 2006 | // Note that we may do this once per light, therefore it's in a loop
|
---|
| 2007 | // and the light parameters are updated once per traversal through the
|
---|
| 2008 | // loop
|
---|
| 2009 | const LightList& rendLightList = rend->getLights();
|
---|
| 2010 | bool iteratePerLight = pass->getRunOncePerLight();
|
---|
| 2011 | size_t numIterations = iteratePerLight ? rendLightList.size() : 1;
|
---|
| 2012 | const LightList* pLightListToUse;
|
---|
| 2013 | for (size_t i = 0; i < numIterations; ++i)
|
---|
| 2014 | {
|
---|
| 2015 | // Determine light list to use
|
---|
| 2016 | if (iteratePerLight)
|
---|
| 2017 | {
|
---|
| 2018 | // Change the only element of local light list to be
|
---|
| 2019 | // the light at index i
|
---|
| 2020 | localLightList.clear();
|
---|
| 2021 | // Check whether we need to filter this one out
|
---|
| 2022 | if (pass->getRunOnlyForOneLightType() &&
|
---|
| 2023 | pass->getOnlyLightType() != rendLightList[i]->getType())
|
---|
| 2024 | {
|
---|
| 2025 | // Skip
|
---|
| 2026 | continue;
|
---|
| 2027 | }
|
---|
| 2028 |
|
---|
| 2029 | localLightList.push_back(rendLightList[i]);
|
---|
| 2030 | pLightListToUse = &localLightList;
|
---|
| 2031 | }
|
---|
| 2032 | else
|
---|
| 2033 | {
|
---|
| 2034 | // Use complete light list
|
---|
| 2035 | pLightListToUse = &rendLightList;
|
---|
| 2036 | }
|
---|
| 2037 |
|
---|
| 2038 | // Do we need to update GPU program parameters?
|
---|
| 2039 | if (pass->isProgrammable())
|
---|
| 2040 | {
|
---|
| 2041 | // Update any automatic gpu params for lights
|
---|
| 2042 | // Other bits of information will have to be looked up
|
---|
| 2043 | mAutoParamDataSource.setCurrentLightList(pLightListToUse);
|
---|
| 2044 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource);
|
---|
| 2045 | // NOTE: We MUST bind parameters AFTER updating the autos
|
---|
| 2046 | // TEST
|
---|
| 2047 | if (pass->hasVertexProgram())
|
---|
| 2048 | {
|
---|
| 2049 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM,
|
---|
| 2050 | pass->getVertexProgramParameters());
|
---|
| 2051 | }
|
---|
| 2052 | if (pass->hasFragmentProgram())
|
---|
| 2053 | {
|
---|
| 2054 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
|
---|
| 2055 | pass->getFragmentProgramParameters());
|
---|
| 2056 | }
|
---|
| 2057 | }
|
---|
| 2058 | // Do we need to update light states?
|
---|
| 2059 | // Only do this if fixed-function vertex lighting applies
|
---|
| 2060 | if (pass->getLightingEnabled() &&
|
---|
| 2061 | (!pass->hasVertexProgram() || pass->getVertexProgram()->getPassSurfaceAndLightStates()))
|
---|
| 2062 | {
|
---|
| 2063 | mDestRenderSystem->_useLights(*pLightListToUse, pass->getMaxSimultaneousLights());
|
---|
| 2064 | }
|
---|
| 2065 | // issue the render op
|
---|
| 2066 | mDestRenderSystem->_render(ro);
|
---|
| 2067 | } // possibly iterate per light
|
---|
| 2068 | }
|
---|
| 2069 | else // no automatic light processing
|
---|
| 2070 | {
|
---|
| 2071 | // Do we need to update GPU program parameters?
|
---|
| 2072 | if (pass->isProgrammable())
|
---|
| 2073 | {
|
---|
| 2074 | // Do we have a manual light list?
|
---|
| 2075 | if (manualLightList)
|
---|
| 2076 | {
|
---|
| 2077 | // Update any automatic gpu params for lights
|
---|
| 2078 | mAutoParamDataSource.setCurrentLightList(manualLightList);
|
---|
| 2079 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource);
|
---|
| 2080 | }
|
---|
| 2081 |
|
---|
| 2082 | if (pass->hasVertexProgram())
|
---|
| 2083 | {
|
---|
| 2084 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM,
|
---|
| 2085 | pass->getVertexProgramParameters());
|
---|
| 2086 | }
|
---|
| 2087 | if (pass->hasFragmentProgram())
|
---|
| 2088 | {
|
---|
| 2089 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
|
---|
| 2090 | pass->getFragmentProgramParameters());
|
---|
| 2091 | }
|
---|
| 2092 | }
|
---|
| 2093 |
|
---|
| 2094 | // Use manual lights if present, and fixed-function vertex lighting applies
|
---|
| 2095 | if (manualLightList &&
|
---|
| 2096 | pass->getLightingEnabled() &&
|
---|
| 2097 | (!pass->hasVertexProgram() || pass->getVertexProgram()->getPassSurfaceAndLightStates()))
|
---|
| 2098 | {
|
---|
| 2099 | mDestRenderSystem->_useLights(*manualLightList, pass->getMaxSimultaneousLights());
|
---|
| 2100 | }
|
---|
| 2101 | // issue the render op
|
---|
| 2102 | mDestRenderSystem->_render(ro);
|
---|
| 2103 | }
|
---|
| 2104 | }
|
---|
| 2105 | //-----------------------------------------------------------------------
|
---|
| 2106 | void SceneManager::setAmbientLight(const ColourValue& colour)
|
---|
| 2107 | {
|
---|
| 2108 | mAmbientLight = colour;
|
---|
| 2109 | mDestRenderSystem->setAmbientLight(colour.r, colour.g, colour.b);
|
---|
| 2110 | }
|
---|
| 2111 | //-----------------------------------------------------------------------
|
---|
| 2112 | const ColourValue& SceneManager::getAmbientLight(void) const
|
---|
| 2113 | {
|
---|
| 2114 | return mAmbientLight;
|
---|
| 2115 | }
|
---|
| 2116 | //-----------------------------------------------------------------------
|
---|
| 2117 | ViewPoint SceneManager::getSuggestedViewpoint(bool random)
|
---|
| 2118 | {
|
---|
| 2119 | // By default return the origin
|
---|
| 2120 | ViewPoint vp;
|
---|
| 2121 | vp.position = Vector3::ZERO;
|
---|
| 2122 | vp.orientation = Quaternion::IDENTITY;
|
---|
| 2123 | return vp;
|
---|
| 2124 | }
|
---|
| 2125 | //-----------------------------------------------------------------------
|
---|
| 2126 | void SceneManager::setFog(FogMode mode, const ColourValue& colour, Real density, Real start, Real end)
|
---|
| 2127 | {
|
---|
| 2128 | mFogMode = mode;
|
---|
| 2129 | mFogColour = colour;
|
---|
| 2130 | mFogStart = start;
|
---|
| 2131 | mFogEnd = end;
|
---|
| 2132 | mFogDensity = density;
|
---|
| 2133 | }
|
---|
| 2134 | //-----------------------------------------------------------------------
|
---|
| 2135 | FogMode SceneManager::getFogMode(void) const
|
---|
| 2136 | {
|
---|
| 2137 | return mFogMode;
|
---|
| 2138 | }
|
---|
| 2139 | //-----------------------------------------------------------------------
|
---|
| 2140 | const ColourValue& SceneManager::getFogColour(void) const
|
---|
| 2141 | {
|
---|
| 2142 | return mFogColour;
|
---|
| 2143 | }
|
---|
| 2144 | //-----------------------------------------------------------------------
|
---|
| 2145 | Real SceneManager::getFogStart(void) const
|
---|
| 2146 | {
|
---|
| 2147 | return mFogStart;
|
---|
| 2148 | }
|
---|
| 2149 | //-----------------------------------------------------------------------
|
---|
| 2150 | Real SceneManager::getFogEnd(void) const
|
---|
| 2151 | {
|
---|
| 2152 | return mFogEnd;
|
---|
| 2153 | }
|
---|
| 2154 | //-----------------------------------------------------------------------
|
---|
| 2155 | Real SceneManager::getFogDensity(void) const
|
---|
| 2156 | {
|
---|
| 2157 | return mFogDensity;
|
---|
| 2158 | }
|
---|
| 2159 | //-----------------------------------------------------------------------
|
---|
| 2160 | BillboardSet* SceneManager::createBillboardSet(const String& name, unsigned int poolSize)
|
---|
| 2161 | {
|
---|
| 2162 | // Check name not used
|
---|
| 2163 | if (mBillboardSets.find(name) != mBillboardSets.end())
|
---|
| 2164 | {
|
---|
| 2165 | OGRE_EXCEPT(
|
---|
| 2166 | Exception::ERR_DUPLICATE_ITEM,
|
---|
| 2167 | "A billboard set with the name " + name + " already exists",
|
---|
| 2168 | "SceneManager::createBillboardSet" );
|
---|
| 2169 | }
|
---|
| 2170 |
|
---|
| 2171 | BillboardSet* set = new BillboardSet( name, poolSize );
|
---|
| 2172 | mBillboardSets[name] = set;//.insert(BillboardSetList::value_type(name, set));
|
---|
| 2173 |
|
---|
| 2174 | return set;
|
---|
| 2175 | }
|
---|
| 2176 | //-----------------------------------------------------------------------
|
---|
| 2177 | BillboardSet* SceneManager::getBillboardSet(const String& name)
|
---|
| 2178 | {
|
---|
| 2179 | BillboardSetList::iterator i = mBillboardSets.find(name);
|
---|
| 2180 | if (i == mBillboardSets.end())
|
---|
| 2181 | {
|
---|
| 2182 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2183 | "Cannot find BillboardSet with name " + name,
|
---|
| 2184 | "SceneManager::getBillboardSet");
|
---|
| 2185 | }
|
---|
| 2186 | else
|
---|
| 2187 | {
|
---|
| 2188 | return i->second;
|
---|
| 2189 | }
|
---|
| 2190 | }
|
---|
| 2191 | //-----------------------------------------------------------------------
|
---|
| 2192 | void SceneManager::removeBillboardSet(BillboardSet* set)
|
---|
| 2193 | {
|
---|
| 2194 | // Find in list
|
---|
| 2195 | BillboardSetList::iterator i = mBillboardSets.begin();
|
---|
| 2196 | for (; i != mBillboardSets.end(); ++i)
|
---|
| 2197 | {
|
---|
| 2198 | if (i->second == set)
|
---|
| 2199 | {
|
---|
| 2200 | mBillboardSets.erase(i);
|
---|
| 2201 | delete set;
|
---|
| 2202 | break;
|
---|
| 2203 | }
|
---|
| 2204 | }
|
---|
| 2205 |
|
---|
| 2206 | }
|
---|
| 2207 | //-----------------------------------------------------------------------
|
---|
| 2208 | void SceneManager::removeBillboardSet(const String& name)
|
---|
| 2209 | {
|
---|
| 2210 | // Find in list
|
---|
| 2211 | BillboardSetList::iterator i = mBillboardSets.find(name);
|
---|
| 2212 | if (i != mBillboardSets.end())
|
---|
| 2213 | {
|
---|
| 2214 | delete i->second;
|
---|
| 2215 | mBillboardSets.erase(i);
|
---|
| 2216 | }
|
---|
| 2217 | }
|
---|
| 2218 | //-----------------------------------------------------------------------
|
---|
| 2219 | void SceneManager::setDisplaySceneNodes(bool display)
|
---|
| 2220 | {
|
---|
| 2221 | mDisplayNodes = display;
|
---|
| 2222 | }
|
---|
| 2223 | //-----------------------------------------------------------------------
|
---|
| 2224 | Animation* SceneManager::createAnimation(const String& name, Real length)
|
---|
| 2225 | {
|
---|
| 2226 | // Check name not used
|
---|
| 2227 | if (mAnimationsList.find(name) != mAnimationsList.end())
|
---|
| 2228 | {
|
---|
| 2229 | OGRE_EXCEPT(
|
---|
| 2230 | Exception::ERR_DUPLICATE_ITEM,
|
---|
| 2231 | "An animation with the name " + name + " already exists",
|
---|
| 2232 | "SceneManager::createAnimation" );
|
---|
| 2233 | }
|
---|
| 2234 |
|
---|
| 2235 | Animation* pAnim = new Animation(name, length);
|
---|
| 2236 | mAnimationsList[name] = pAnim;
|
---|
| 2237 | return pAnim;
|
---|
| 2238 | }
|
---|
| 2239 | //-----------------------------------------------------------------------
|
---|
| 2240 | Animation* SceneManager::getAnimation(const String& name) const
|
---|
| 2241 | {
|
---|
| 2242 | AnimationList::const_iterator i = mAnimationsList.find(name);
|
---|
| 2243 | if (i == mAnimationsList.end())
|
---|
| 2244 | {
|
---|
| 2245 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2246 | "Cannot find animation with name " + name,
|
---|
| 2247 | "SceneManager::getAnimation");
|
---|
| 2248 | }
|
---|
| 2249 | return i->second;
|
---|
| 2250 | }
|
---|
| 2251 | //-----------------------------------------------------------------------
|
---|
| 2252 | void SceneManager::destroyAnimation(const String& name)
|
---|
| 2253 | {
|
---|
| 2254 | // Also destroy any animation states referencing this animation
|
---|
| 2255 | AnimationStateSet::iterator si, siend;
|
---|
| 2256 | siend = mAnimationStates.end();
|
---|
| 2257 | for (si = mAnimationStates.begin(); si != siend; )
|
---|
| 2258 | {
|
---|
| 2259 | if (si->second.getAnimationName() == name)
|
---|
| 2260 | {
|
---|
| 2261 | // erase, post increment to avoid the invalidated iterator
|
---|
| 2262 | mAnimationStates.erase(si++);
|
---|
| 2263 | }
|
---|
| 2264 | else
|
---|
| 2265 | {
|
---|
| 2266 | ++si;
|
---|
| 2267 | }
|
---|
| 2268 | }
|
---|
| 2269 |
|
---|
| 2270 | AnimationList::iterator i = mAnimationsList.find(name);
|
---|
| 2271 | if (i == mAnimationsList.end())
|
---|
| 2272 | {
|
---|
| 2273 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2274 | "Cannot find animation with name " + name,
|
---|
| 2275 | "SceneManager::getAnimation");
|
---|
| 2276 | }
|
---|
| 2277 |
|
---|
| 2278 | // Free memory
|
---|
| 2279 | delete i->second;
|
---|
| 2280 |
|
---|
| 2281 | mAnimationsList.erase(i);
|
---|
| 2282 |
|
---|
| 2283 |
|
---|
| 2284 | }
|
---|
| 2285 | //-----------------------------------------------------------------------
|
---|
| 2286 | void SceneManager::destroyAllAnimations(void)
|
---|
| 2287 | {
|
---|
| 2288 | // Destroy all states too, since they cannot reference destroyed animations
|
---|
| 2289 | destroyAllAnimationStates();
|
---|
| 2290 |
|
---|
| 2291 | AnimationList::iterator i;
|
---|
| 2292 | for (i = mAnimationsList.begin(); i != mAnimationsList.end(); ++i)
|
---|
| 2293 | {
|
---|
| 2294 | // destroy
|
---|
| 2295 | delete i->second;
|
---|
| 2296 | }
|
---|
| 2297 | mAnimationsList.clear();
|
---|
| 2298 | }
|
---|
| 2299 | //-----------------------------------------------------------------------
|
---|
| 2300 | AnimationState* SceneManager::createAnimationState(const String& animName)
|
---|
| 2301 | {
|
---|
| 2302 | if (mAnimationStates.find(animName) != mAnimationStates.end())
|
---|
| 2303 | {
|
---|
| 2304 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
| 2305 | "Cannot create, AnimationState already exists: "+animName,
|
---|
| 2306 | "SceneManager::createAnimationState");
|
---|
| 2307 | }
|
---|
| 2308 |
|
---|
| 2309 | // Get animation, this will throw an exception if not found
|
---|
| 2310 | Animation* anim = getAnimation(animName);
|
---|
| 2311 |
|
---|
| 2312 | // Create new state
|
---|
| 2313 | AnimationState newState(animName, 0, anim->getLength());
|
---|
| 2314 |
|
---|
| 2315 | // Record it
|
---|
| 2316 | std::pair<AnimationStateSet::iterator, bool> retPair =
|
---|
| 2317 | mAnimationStates.insert(AnimationStateSet::value_type(animName, newState));
|
---|
| 2318 |
|
---|
| 2319 | // Check boolean return
|
---|
| 2320 | if (retPair.second)
|
---|
| 2321 | {
|
---|
| 2322 | // insert was OK
|
---|
| 2323 | // Get pointer from iterator in pair
|
---|
| 2324 | return &(retPair.first->second);
|
---|
| 2325 | }
|
---|
| 2326 | else
|
---|
| 2327 | {
|
---|
| 2328 | // Problem
|
---|
| 2329 | // Not because of duplicate item, that's checked for above
|
---|
| 2330 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Unexpected error creating new animation state.",
|
---|
| 2331 | "SceneManager::createAnimationState");
|
---|
| 2332 | }
|
---|
| 2333 |
|
---|
| 2334 |
|
---|
| 2335 | }
|
---|
| 2336 | //-----------------------------------------------------------------------
|
---|
| 2337 | AnimationState* SceneManager::getAnimationState(const String& animName)
|
---|
| 2338 | {
|
---|
| 2339 | AnimationStateSet::iterator i = mAnimationStates.find(animName);
|
---|
| 2340 |
|
---|
| 2341 | if (i == mAnimationStates.end())
|
---|
| 2342 | {
|
---|
| 2343 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2344 | "Cannot locate animation state for animation " + animName,
|
---|
| 2345 | "SceneManager::getAnimationState");
|
---|
| 2346 | }
|
---|
| 2347 |
|
---|
| 2348 | return &(i->second);
|
---|
| 2349 |
|
---|
| 2350 | }
|
---|
| 2351 | //-----------------------------------------------------------------------
|
---|
| 2352 | void SceneManager::destroyAnimationState(const String& name)
|
---|
| 2353 | {
|
---|
| 2354 | AnimationStateSet::iterator i = mAnimationStates.find(name);
|
---|
| 2355 |
|
---|
| 2356 | if (i == mAnimationStates.end())
|
---|
| 2357 | {
|
---|
| 2358 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2359 | "Cannot locate animation state for animation " + name,
|
---|
| 2360 | "SceneManager::destroyAnimationState");
|
---|
| 2361 | }
|
---|
| 2362 |
|
---|
| 2363 | mAnimationStates.erase(i);
|
---|
| 2364 |
|
---|
| 2365 |
|
---|
| 2366 | }
|
---|
| 2367 | //-----------------------------------------------------------------------
|
---|
| 2368 | void SceneManager::destroyAllAnimationStates(void)
|
---|
| 2369 | {
|
---|
| 2370 | mAnimationStates.clear();
|
---|
| 2371 | }
|
---|
| 2372 | //-----------------------------------------------------------------------
|
---|
| 2373 | void SceneManager::_applySceneAnimations(void)
|
---|
| 2374 | {
|
---|
| 2375 | AnimationStateSet::const_iterator i, iend;
|
---|
| 2376 |
|
---|
| 2377 | i = mAnimationStates.begin();
|
---|
| 2378 | iend = mAnimationStates.end();
|
---|
| 2379 |
|
---|
| 2380 | for (;i != iend; ++i)
|
---|
| 2381 | {
|
---|
| 2382 | if (i->second.getEnabled())
|
---|
| 2383 | {
|
---|
| 2384 | Animation* anim = getAnimation(i->second.getAnimationName());
|
---|
| 2385 |
|
---|
| 2386 | // Reset any nodes involved
|
---|
| 2387 | // NB this excludes blended animations
|
---|
| 2388 | const Animation::TrackList& trackList = anim->_getTrackList();
|
---|
| 2389 | Animation::TrackList::const_iterator ti, tend;
|
---|
| 2390 | ti = trackList.begin();
|
---|
| 2391 | tend = trackList.end();
|
---|
| 2392 | for (;ti != tend; ++ti)
|
---|
| 2393 | {
|
---|
| 2394 | Node* nd = ti->second->getAssociatedNode();
|
---|
| 2395 | nd->resetToInitialState();
|
---|
| 2396 | }
|
---|
| 2397 |
|
---|
| 2398 |
|
---|
| 2399 | // Apply the animation
|
---|
| 2400 | anim->apply(i->second.getTimePosition(), i->second.getWeight());
|
---|
| 2401 | }
|
---|
| 2402 | }
|
---|
| 2403 |
|
---|
| 2404 |
|
---|
| 2405 | }
|
---|
| 2406 | //---------------------------------------------------------------------
|
---|
| 2407 | void SceneManager::manualRender(RenderOperation* rend,
|
---|
| 2408 | Pass* pass, Viewport* vp, const Matrix4& worldMatrix,
|
---|
| 2409 | const Matrix4& viewMatrix, const Matrix4& projMatrix,
|
---|
| 2410 | bool doBeginEndFrame)
|
---|
| 2411 | {
|
---|
| 2412 | mDestRenderSystem->_setViewport(vp);
|
---|
| 2413 | mDestRenderSystem->_setWorldMatrix(worldMatrix);
|
---|
| 2414 | mDestRenderSystem->_setViewMatrix(viewMatrix);
|
---|
| 2415 | mDestRenderSystem->_setProjectionMatrix(projMatrix);
|
---|
| 2416 |
|
---|
| 2417 | if (doBeginEndFrame)
|
---|
| 2418 | mDestRenderSystem->_beginFrame();
|
---|
| 2419 |
|
---|
| 2420 | //LogManager::getSingleton().logMessage("setting manual pass");
|
---|
| 2421 | setPass(pass);
|
---|
| 2422 | mDestRenderSystem->_render(*rend);
|
---|
| 2423 |
|
---|
| 2424 | if (doBeginEndFrame)
|
---|
| 2425 | mDestRenderSystem->_endFrame();
|
---|
| 2426 |
|
---|
| 2427 | }
|
---|
| 2428 | //---------------------------------------------------------------------
|
---|
| 2429 | void SceneManager::useRenderableViewProjMode(Renderable* pRend)
|
---|
| 2430 | {
|
---|
| 2431 | // Check view matrix
|
---|
| 2432 | static bool lastViewWasIdentity = false;
|
---|
| 2433 | bool useIdentityView = pRend->useIdentityView();
|
---|
| 2434 | if (useIdentityView && (mCamChanged || !lastViewWasIdentity))
|
---|
| 2435 | {
|
---|
| 2436 | // Using identity view now, change it
|
---|
| 2437 | mDestRenderSystem->_setViewMatrix(Matrix4::IDENTITY);
|
---|
| 2438 | lastViewWasIdentity = true;
|
---|
| 2439 | }
|
---|
| 2440 | else if (!useIdentityView && (mCamChanged || lastViewWasIdentity))
|
---|
| 2441 | {
|
---|
| 2442 | // Coming back to normal from identity view
|
---|
| 2443 | mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix());
|
---|
| 2444 | lastViewWasIdentity = false;
|
---|
| 2445 | }
|
---|
| 2446 |
|
---|
| 2447 | static bool lastProjWasIdentity = false;
|
---|
| 2448 | bool useIdentityProj = pRend->useIdentityProjection();
|
---|
| 2449 |
|
---|
| 2450 | if (useIdentityProj && (mCamChanged || !lastProjWasIdentity))
|
---|
| 2451 | {
|
---|
| 2452 | mDestRenderSystem->_setProjectionMatrix(Matrix4::IDENTITY);
|
---|
| 2453 |
|
---|
| 2454 | lastProjWasIdentity = true;
|
---|
| 2455 | }
|
---|
| 2456 | else if (!useIdentityProj && (mCamChanged || lastProjWasIdentity))
|
---|
| 2457 | {
|
---|
| 2458 | // Coming back from flat projection
|
---|
| 2459 | mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrix());
|
---|
| 2460 | lastProjWasIdentity = false;
|
---|
| 2461 | }
|
---|
| 2462 |
|
---|
| 2463 | mCamChanged = false;
|
---|
| 2464 |
|
---|
| 2465 | }
|
---|
| 2466 |
|
---|
| 2467 | //---------------------------------------------------------------------
|
---|
| 2468 | void SceneManager::_queueSkiesForRendering(Camera* cam)
|
---|
| 2469 | {
|
---|
| 2470 | // Update nodes
|
---|
| 2471 | // Translate the box by the camera position (constant distance)
|
---|
| 2472 | if (mSkyPlaneNode)
|
---|
| 2473 | {
|
---|
| 2474 | // The plane position relative to the camera has already been set up
|
---|
| 2475 | mSkyPlaneNode->setPosition(cam->getDerivedPosition());
|
---|
| 2476 | }
|
---|
| 2477 |
|
---|
| 2478 | if (mSkyBoxNode)
|
---|
| 2479 | {
|
---|
| 2480 | mSkyBoxNode->setPosition(cam->getDerivedPosition());
|
---|
| 2481 | }
|
---|
| 2482 |
|
---|
| 2483 | if (mSkyDomeNode)
|
---|
| 2484 | {
|
---|
| 2485 | mSkyDomeNode->setPosition(cam->getDerivedPosition());
|
---|
| 2486 | }
|
---|
| 2487 |
|
---|
| 2488 | RenderQueueGroupID qid;
|
---|
| 2489 | if (mSkyPlaneEnabled)
|
---|
| 2490 | {
|
---|
| 2491 | qid = mSkyPlaneDrawFirst?
|
---|
| 2492 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
| 2493 | getRenderQueue()->addRenderable(mSkyPlaneEntity->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
| 2494 | }
|
---|
| 2495 |
|
---|
| 2496 | uint plane;
|
---|
| 2497 | if (mSkyBoxEnabled)
|
---|
| 2498 | {
|
---|
| 2499 | qid = mSkyBoxDrawFirst?
|
---|
| 2500 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
| 2501 |
|
---|
| 2502 | for (plane = 0; plane < 6; ++plane)
|
---|
| 2503 | {
|
---|
| 2504 | getRenderQueue()->addRenderable(
|
---|
| 2505 | mSkyBoxEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
| 2506 | }
|
---|
| 2507 | }
|
---|
| 2508 |
|
---|
| 2509 | if (mSkyDomeEnabled)
|
---|
| 2510 | {
|
---|
| 2511 | qid = mSkyDomeDrawFirst?
|
---|
| 2512 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
| 2513 |
|
---|
| 2514 | for (plane = 0; plane < 5; ++plane)
|
---|
| 2515 | {
|
---|
| 2516 | getRenderQueue()->addRenderable(
|
---|
| 2517 | mSkyDomeEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
| 2518 | }
|
---|
| 2519 | }
|
---|
| 2520 | }
|
---|
| 2521 | //---------------------------------------------------------------------
|
---|
| 2522 | void SceneManager::addRenderQueueListener(RenderQueueListener* newListener)
|
---|
| 2523 | {
|
---|
| 2524 | mRenderQueueListeners.push_back(newListener);
|
---|
| 2525 | }
|
---|
| 2526 | //---------------------------------------------------------------------
|
---|
| 2527 | void SceneManager::removeRenderQueueListener(RenderQueueListener* delListener)
|
---|
| 2528 | {
|
---|
| 2529 | RenderQueueListenerList::iterator i, iend;
|
---|
| 2530 | iend = mRenderQueueListeners.end();
|
---|
| 2531 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
| 2532 | {
|
---|
| 2533 | if (*i == delListener)
|
---|
| 2534 | {
|
---|
| 2535 | mRenderQueueListeners.erase(i);
|
---|
| 2536 | break;
|
---|
| 2537 | }
|
---|
| 2538 | }
|
---|
| 2539 |
|
---|
| 2540 | }
|
---|
| 2541 | //---------------------------------------------------------------------
|
---|
| 2542 | bool SceneManager::fireRenderQueueStarted(RenderQueueGroupID id)
|
---|
| 2543 | {
|
---|
| 2544 | RenderQueueListenerList::iterator i, iend;
|
---|
| 2545 | bool skip = false;
|
---|
| 2546 |
|
---|
| 2547 | iend = mRenderQueueListeners.end();
|
---|
| 2548 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
| 2549 | {
|
---|
| 2550 | (*i)->renderQueueStarted(id, skip);
|
---|
| 2551 | }
|
---|
| 2552 | return skip;
|
---|
| 2553 | }
|
---|
| 2554 | //---------------------------------------------------------------------
|
---|
| 2555 | bool SceneManager::fireRenderQueueEnded(RenderQueueGroupID id)
|
---|
| 2556 | {
|
---|
| 2557 | RenderQueueListenerList::iterator i, iend;
|
---|
| 2558 | bool repeat = false;
|
---|
| 2559 |
|
---|
| 2560 | iend = mRenderQueueListeners.end();
|
---|
| 2561 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
| 2562 | {
|
---|
| 2563 | (*i)->renderQueueEnded(id, repeat);
|
---|
| 2564 | }
|
---|
| 2565 | return repeat;
|
---|
| 2566 | }
|
---|
| 2567 | //---------------------------------------------------------------------
|
---|
| 2568 | void SceneManager::setViewport(Viewport* vp)
|
---|
| 2569 | {
|
---|
| 2570 | mCurrentViewport = vp;
|
---|
| 2571 | // Set viewport in render system
|
---|
| 2572 | mDestRenderSystem->_setViewport(vp);
|
---|
| 2573 | }
|
---|
| 2574 | //---------------------------------------------------------------------
|
---|
| 2575 | void SceneManager::showBoundingBoxes(bool bShow)
|
---|
| 2576 | {
|
---|
| 2577 | mShowBoundingBoxes = bShow;
|
---|
| 2578 | }
|
---|
| 2579 | //---------------------------------------------------------------------
|
---|
| 2580 | bool SceneManager::getShowBoundingBoxes() const
|
---|
| 2581 | {
|
---|
| 2582 | return mShowBoundingBoxes;
|
---|
| 2583 | }
|
---|
| 2584 | //---------------------------------------------------------------------
|
---|
| 2585 | void SceneManager::_notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack)
|
---|
| 2586 | {
|
---|
| 2587 | if (autoTrack)
|
---|
| 2588 | {
|
---|
| 2589 | mAutoTrackingSceneNodes.insert(node);
|
---|
| 2590 | }
|
---|
| 2591 | else
|
---|
| 2592 | {
|
---|
| 2593 | mAutoTrackingSceneNodes.erase(node);
|
---|
| 2594 | }
|
---|
| 2595 | }
|
---|
| 2596 | //---------------------------------------------------------------------
|
---|
| 2597 | void SceneManager::setShadowTechnique(ShadowTechnique technique)
|
---|
| 2598 | {
|
---|
| 2599 | mShadowTechnique = technique;
|
---|
| 2600 | if (technique == SHADOWTYPE_STENCIL_ADDITIVE ||
|
---|
| 2601 | technique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
| 2602 | {
|
---|
| 2603 | // Firstly check that we have a stencil
|
---|
| 2604 | // Otherwise forget it
|
---|
| 2605 | if (!mDestRenderSystem->getCapabilities()->hasCapability(RSC_HWSTENCIL))
|
---|
| 2606 | {
|
---|
| 2607 | LogManager::getSingleton().logMessage(
|
---|
| 2608 | "WARNING: Stencil shadows were requested, but this device does not "
|
---|
| 2609 | "have a hardware stencil. Shadows disabled.");
|
---|
| 2610 | mShadowTechnique = SHADOWTYPE_NONE;
|
---|
| 2611 | }
|
---|
| 2612 | else if (mShadowIndexBuffer.isNull())
|
---|
| 2613 | {
|
---|
| 2614 | // Create an estimated sized shadow index buffer
|
---|
| 2615 | mShadowIndexBuffer = HardwareBufferManager::getSingleton().
|
---|
| 2616 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
|
---|
| 2617 | mShadowIndexBufferSize,
|
---|
| 2618 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
|
---|
| 2619 | false);
|
---|
| 2620 | // tell all meshes to prepare shadow volumes
|
---|
| 2621 | MeshManager::getSingleton().setPrepareAllMeshesForShadowVolumes(true);
|
---|
| 2622 | }
|
---|
| 2623 | }
|
---|
| 2624 |
|
---|
| 2625 | if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
| 2626 | {
|
---|
| 2627 | // Additive stencil, we need to split everything by illumination stage
|
---|
| 2628 | getRenderQueue()->setSplitPassesByLightingType(true);
|
---|
| 2629 | }
|
---|
| 2630 | else
|
---|
| 2631 | {
|
---|
| 2632 | getRenderQueue()->setSplitPassesByLightingType(false);
|
---|
| 2633 | }
|
---|
| 2634 |
|
---|
| 2635 | if (mShadowTechnique != SHADOWTYPE_NONE)
|
---|
| 2636 | {
|
---|
| 2637 | // Tell render queue to split off non-shadowable materials
|
---|
| 2638 | getRenderQueue()->setSplitNoShadowPasses(true);
|
---|
| 2639 | }
|
---|
| 2640 | else
|
---|
| 2641 | {
|
---|
| 2642 | getRenderQueue()->setSplitNoShadowPasses(false);
|
---|
| 2643 | }
|
---|
| 2644 |
|
---|
| 2645 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 2646 | {
|
---|
| 2647 | createShadowTextures(mShadowTextureSize, mShadowTextureCount, mShadowTextureFormat);
|
---|
| 2648 | }
|
---|
| 2649 |
|
---|
| 2650 | }
|
---|
| 2651 | //---------------------------------------------------------------------
|
---|
| 2652 | void SceneManager::findLightsAffectingFrustum(const Camera* camera)
|
---|
| 2653 | {
|
---|
| 2654 | // Basic iteration for this SM
|
---|
| 2655 | mLightsAffectingFrustum.clear();
|
---|
| 2656 | SceneLightList::iterator i, iend;
|
---|
| 2657 | iend = mLights.end();
|
---|
| 2658 | Sphere sphere;
|
---|
| 2659 | for (i = mLights.begin(); i != iend; ++i)
|
---|
| 2660 | {
|
---|
| 2661 | Light* l = i->second;
|
---|
| 2662 | if (l->isVisible())
|
---|
| 2663 | {
|
---|
| 2664 | if (l->getType() == Light::LT_DIRECTIONAL)
|
---|
| 2665 | {
|
---|
| 2666 | // Always visible
|
---|
| 2667 | mLightsAffectingFrustum.push_back(l);
|
---|
| 2668 | }
|
---|
| 2669 | else
|
---|
| 2670 | {
|
---|
| 2671 | // NB treating spotlight as point for simplicity
|
---|
| 2672 | // Just see if the lights attenuation range is within the frustum
|
---|
| 2673 | sphere.setCenter(l->getDerivedPosition());
|
---|
| 2674 | sphere.setRadius(l->getAttenuationRange());
|
---|
| 2675 | if (camera->isVisible(sphere))
|
---|
| 2676 | {
|
---|
| 2677 | mLightsAffectingFrustum.push_back(l);
|
---|
| 2678 | }
|
---|
| 2679 |
|
---|
| 2680 | }
|
---|
| 2681 | }
|
---|
| 2682 | }
|
---|
| 2683 |
|
---|
| 2684 | }
|
---|
| 2685 | //---------------------------------------------------------------------
|
---|
| 2686 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult(
|
---|
| 2687 | MovableObject* object)
|
---|
| 2688 | {
|
---|
| 2689 | if (object->getCastShadows() && object->isVisible() &&
|
---|
| 2690 | mSceneMgr->isRenderQueueToBeProcessed(object->getRenderQueueGroup()))
|
---|
| 2691 | {
|
---|
| 2692 | if (mFarDistSquared)
|
---|
| 2693 | {
|
---|
| 2694 | // Check object is within the shadow far distance
|
---|
| 2695 | Vector3 toObj = object->getParentNode()->_getDerivedPosition()
|
---|
| 2696 | - mCamera->getDerivedPosition();
|
---|
| 2697 | Real radius = object->getWorldBoundingSphere().getRadius();
|
---|
| 2698 | Real dist = toObj.squaredLength();
|
---|
| 2699 | if (dist - (radius * radius) > mFarDistSquared)
|
---|
| 2700 | {
|
---|
| 2701 | // skip, beyond max range
|
---|
| 2702 | return true;
|
---|
| 2703 | }
|
---|
| 2704 | }
|
---|
| 2705 |
|
---|
| 2706 | // If the object is in the frustum, we can always see the shadow
|
---|
| 2707 | if (mCamera->isVisible(object->getWorldBoundingBox()))
|
---|
| 2708 | {
|
---|
| 2709 | mCasterList->push_back(object);
|
---|
| 2710 | return true;
|
---|
| 2711 | }
|
---|
| 2712 |
|
---|
| 2713 | // Otherwise, object can only be casting a shadow into our view if
|
---|
| 2714 | // the light is outside the frustum (or it's a directional light,
|
---|
| 2715 | // which are always outside), and the object is intersecting
|
---|
| 2716 | // on of the volumes formed between the edges of the frustum and the
|
---|
| 2717 | // light
|
---|
| 2718 | if (!mIsLightInFrustum || mLight->getType() == Light::LT_DIRECTIONAL)
|
---|
| 2719 | {
|
---|
| 2720 | // Iterate over volumes
|
---|
| 2721 | PlaneBoundedVolumeList::const_iterator i, iend;
|
---|
| 2722 | iend = mLightClipVolumeList->end();
|
---|
| 2723 | for (i = mLightClipVolumeList->begin(); i != iend; ++i)
|
---|
| 2724 | {
|
---|
| 2725 | if (i->intersects(object->getWorldBoundingBox()))
|
---|
| 2726 | {
|
---|
| 2727 | mCasterList->push_back(object);
|
---|
| 2728 | return true;
|
---|
| 2729 | }
|
---|
| 2730 |
|
---|
| 2731 | }
|
---|
| 2732 |
|
---|
| 2733 | }
|
---|
| 2734 | }
|
---|
| 2735 | return true;
|
---|
| 2736 | }
|
---|
| 2737 | //---------------------------------------------------------------------
|
---|
| 2738 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult(
|
---|
| 2739 | SceneQuery::WorldFragment* fragment)
|
---|
| 2740 | {
|
---|
| 2741 | // don't deal with world geometry
|
---|
| 2742 | return true;
|
---|
| 2743 | }
|
---|
| 2744 | //---------------------------------------------------------------------
|
---|
| 2745 | const SceneManager::ShadowCasterList& SceneManager::findShadowCastersForLight(
|
---|
| 2746 | const Light* light, const Camera* camera)
|
---|
| 2747 | {
|
---|
| 2748 | mShadowCasterList.clear();
|
---|
| 2749 |
|
---|
| 2750 | if (light->getType() == Light::LT_DIRECTIONAL)
|
---|
| 2751 | {
|
---|
| 2752 | // Basic AABB query encompassing the frustum and the extrusion of it
|
---|
| 2753 | AxisAlignedBox aabb;
|
---|
| 2754 | const Vector3* corners = camera->getWorldSpaceCorners();
|
---|
| 2755 | Vector3 min, max;
|
---|
| 2756 | Vector3 extrude = light->getDirection() * -mShadowDirLightExtrudeDist;
|
---|
| 2757 | // do first corner
|
---|
| 2758 | min = max = corners[0];
|
---|
| 2759 | min.makeFloor(corners[0] + extrude);
|
---|
| 2760 | max.makeCeil(corners[0] + extrude);
|
---|
| 2761 | for (size_t c = 1; c < 8; ++c)
|
---|
| 2762 | {
|
---|
| 2763 | min.makeFloor(corners[c]);
|
---|
| 2764 | max.makeCeil(corners[c]);
|
---|
| 2765 | min.makeFloor(corners[c] + extrude);
|
---|
| 2766 | max.makeCeil(corners[c] + extrude);
|
---|
| 2767 | }
|
---|
| 2768 | aabb.setExtents(min, max);
|
---|
| 2769 |
|
---|
| 2770 | if (!mShadowCasterAABBQuery)
|
---|
| 2771 | mShadowCasterAABBQuery = createAABBQuery(aabb);
|
---|
| 2772 | else
|
---|
| 2773 | mShadowCasterAABBQuery->setBox(aabb);
|
---|
| 2774 | // Execute, use callback
|
---|
| 2775 | mShadowCasterQueryListener->prepare(false,
|
---|
| 2776 | &(light->_getFrustumClipVolumes(camera)),
|
---|
| 2777 | light, camera, &mShadowCasterList, mShadowFarDistSquared);
|
---|
| 2778 | mShadowCasterAABBQuery->execute(mShadowCasterQueryListener);
|
---|
| 2779 |
|
---|
| 2780 |
|
---|
| 2781 | }
|
---|
| 2782 | else
|
---|
| 2783 | {
|
---|
| 2784 | Sphere s(light->getPosition(), light->getAttenuationRange());
|
---|
| 2785 | // eliminate early if camera cannot see light sphere
|
---|
| 2786 | if (camera->isVisible(s))
|
---|
| 2787 | {
|
---|
| 2788 | if (!mShadowCasterSphereQuery)
|
---|
| 2789 | mShadowCasterSphereQuery = createSphereQuery(s);
|
---|
| 2790 | else
|
---|
| 2791 | mShadowCasterSphereQuery->setSphere(s);
|
---|
| 2792 |
|
---|
| 2793 | // Determine if light is inside or outside the frustum
|
---|
| 2794 | bool lightInFrustum = camera->isVisible(light->getDerivedPosition());
|
---|
| 2795 | const PlaneBoundedVolumeList* volList = 0;
|
---|
| 2796 | if (!lightInFrustum)
|
---|
| 2797 | {
|
---|
| 2798 | // Only worth building an external volume list if
|
---|
| 2799 | // light is outside the frustum
|
---|
| 2800 | volList = &(light->_getFrustumClipVolumes(camera));
|
---|
| 2801 | }
|
---|
| 2802 |
|
---|
| 2803 | // Execute, use callback
|
---|
| 2804 | mShadowCasterQueryListener->prepare(lightInFrustum,
|
---|
| 2805 | volList, light, camera, &mShadowCasterList, mShadowFarDistSquared);
|
---|
| 2806 | mShadowCasterSphereQuery->execute(mShadowCasterQueryListener);
|
---|
| 2807 |
|
---|
| 2808 | }
|
---|
| 2809 |
|
---|
| 2810 | }
|
---|
| 2811 |
|
---|
| 2812 |
|
---|
| 2813 | return mShadowCasterList;
|
---|
| 2814 | }
|
---|
| 2815 | //---------------------------------------------------------------------
|
---|
| 2816 | void SceneManager::initShadowVolumeMaterials(void)
|
---|
| 2817 | {
|
---|
| 2818 |
|
---|
| 2819 | if (mShadowMaterialInitDone)
|
---|
| 2820 | return;
|
---|
| 2821 |
|
---|
| 2822 | if (!mShadowDebugPass)
|
---|
| 2823 | {
|
---|
| 2824 | MaterialPtr matDebug =
|
---|
| 2825 | MaterialManager::getSingleton().getByName("Ogre/Debug/ShadowVolumes");
|
---|
| 2826 | if (matDebug.isNull())
|
---|
| 2827 | {
|
---|
| 2828 | // Create
|
---|
| 2829 | matDebug = MaterialManager::getSingleton().create(
|
---|
| 2830 | "Ogre/Debug/ShadowVolumes",
|
---|
| 2831 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2832 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0);
|
---|
| 2833 | mShadowDebugPass->setSceneBlending(SBT_ADD);
|
---|
| 2834 | mShadowDebugPass->setLightingEnabled(false);
|
---|
| 2835 | mShadowDebugPass->setDepthWriteEnabled(false);
|
---|
| 2836 | TextureUnitState* t = mShadowDebugPass->createTextureUnitState();
|
---|
| 2837 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
| 2838 | ColourValue(0.7, 0.0, 0.2));
|
---|
| 2839 | mShadowDebugPass->setCullingMode(CULL_NONE);
|
---|
| 2840 |
|
---|
| 2841 | if (mDestRenderSystem->getCapabilities()->hasCapability(
|
---|
| 2842 | RSC_VERTEX_PROGRAM))
|
---|
| 2843 | {
|
---|
| 2844 | ShadowVolumeExtrudeProgram::initialise();
|
---|
| 2845 |
|
---|
| 2846 | // Enable the (infinite) point light extruder for now, just to get some params
|
---|
| 2847 | mShadowDebugPass->setVertexProgram(
|
---|
| 2848 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT]);
|
---|
| 2849 | mInfiniteExtrusionParams =
|
---|
| 2850 | mShadowDebugPass->getVertexProgramParameters();
|
---|
| 2851 | mInfiniteExtrusionParams->setAutoConstant(0,
|
---|
| 2852 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
|
---|
| 2853 | mInfiniteExtrusionParams->setAutoConstant(4,
|
---|
| 2854 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
|
---|
| 2855 | }
|
---|
| 2856 | matDebug->compile();
|
---|
| 2857 |
|
---|
| 2858 | }
|
---|
| 2859 | else
|
---|
| 2860 | {
|
---|
| 2861 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0);
|
---|
| 2862 | }
|
---|
| 2863 | }
|
---|
| 2864 |
|
---|
| 2865 | if (!mShadowStencilPass)
|
---|
| 2866 | {
|
---|
| 2867 |
|
---|
| 2868 | MaterialPtr matStencil = MaterialManager::getSingleton().getByName(
|
---|
| 2869 | "Ogre/StencilShadowVolumes");
|
---|
| 2870 | if (matStencil.isNull())
|
---|
| 2871 | {
|
---|
| 2872 | // Init
|
---|
| 2873 | matStencil = MaterialManager::getSingleton().create(
|
---|
| 2874 | "Ogre/StencilShadowVolumes",
|
---|
| 2875 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2876 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0);
|
---|
| 2877 |
|
---|
| 2878 | if (mDestRenderSystem->getCapabilities()->hasCapability(
|
---|
| 2879 | RSC_VERTEX_PROGRAM))
|
---|
| 2880 | {
|
---|
| 2881 |
|
---|
| 2882 | // Enable the finite point light extruder for now, just to get some params
|
---|
| 2883 | mShadowStencilPass->setVertexProgram(
|
---|
| 2884 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT_FINITE]);
|
---|
| 2885 | mFiniteExtrusionParams =
|
---|
| 2886 | mShadowStencilPass->getVertexProgramParameters();
|
---|
| 2887 | mFiniteExtrusionParams->setAutoConstant(0,
|
---|
| 2888 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
|
---|
| 2889 | mFiniteExtrusionParams->setAutoConstant(4,
|
---|
| 2890 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
|
---|
| 2891 | // Note extra parameter
|
---|
| 2892 | mFiniteExtrusionParams->setAutoConstant(5,
|
---|
| 2893 | GpuProgramParameters::ACT_SHADOW_EXTRUSION_DISTANCE);
|
---|
| 2894 | }
|
---|
| 2895 | matStencil->compile();
|
---|
| 2896 | // Nothing else, we don't use this like a 'real' pass anyway,
|
---|
| 2897 | // it's more of a placeholder
|
---|
| 2898 | }
|
---|
| 2899 | else
|
---|
| 2900 | {
|
---|
| 2901 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0);
|
---|
| 2902 | }
|
---|
| 2903 | }
|
---|
| 2904 |
|
---|
| 2905 |
|
---|
| 2906 |
|
---|
| 2907 |
|
---|
| 2908 | if (!mShadowModulativePass)
|
---|
| 2909 | {
|
---|
| 2910 |
|
---|
| 2911 | MaterialPtr matModStencil = MaterialManager::getSingleton().getByName(
|
---|
| 2912 | "Ogre/StencilShadowModulationPass");
|
---|
| 2913 | if (matModStencil.isNull())
|
---|
| 2914 | {
|
---|
| 2915 | // Init
|
---|
| 2916 | matModStencil = MaterialManager::getSingleton().create(
|
---|
| 2917 | "Ogre/StencilShadowModulationPass",
|
---|
| 2918 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2919 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0);
|
---|
| 2920 | mShadowModulativePass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO);
|
---|
| 2921 | mShadowModulativePass->setLightingEnabled(false);
|
---|
| 2922 | mShadowModulativePass->setDepthWriteEnabled(false);
|
---|
| 2923 | mShadowModulativePass->setDepthCheckEnabled(false);
|
---|
| 2924 | TextureUnitState* t = mShadowModulativePass->createTextureUnitState();
|
---|
| 2925 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
| 2926 | mShadowColour);
|
---|
| 2927 | mShadowModulativePass->setCullingMode(CULL_NONE);
|
---|
| 2928 | }
|
---|
| 2929 | else
|
---|
| 2930 | {
|
---|
| 2931 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0);
|
---|
| 2932 | }
|
---|
| 2933 | }
|
---|
| 2934 |
|
---|
| 2935 | // Also init full screen quad while we're at it
|
---|
| 2936 | if (!mFullScreenQuad)
|
---|
| 2937 | {
|
---|
| 2938 | mFullScreenQuad = new Rectangle2D();
|
---|
| 2939 | mFullScreenQuad->setCorners(-1,1,1,-1);
|
---|
| 2940 | }
|
---|
| 2941 |
|
---|
| 2942 | // Also init shadow caster material for texture shadows
|
---|
| 2943 | if (!mShadowCasterPlainBlackPass)
|
---|
| 2944 | {
|
---|
| 2945 | MaterialPtr matPlainBlack = MaterialManager::getSingleton().getByName(
|
---|
| 2946 | "Ogre/TextureShadowCaster");
|
---|
| 2947 | if (matPlainBlack.isNull())
|
---|
| 2948 | {
|
---|
| 2949 | matPlainBlack = MaterialManager::getSingleton().create(
|
---|
| 2950 | "Ogre/TextureShadowCaster",
|
---|
| 2951 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2952 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0);
|
---|
| 2953 | // Lighting has to be on, because we need shadow coloured objects
|
---|
| 2954 | // Note that because we can't predict vertex programs, we'll have to
|
---|
| 2955 | // bind light values to those, and so we bind White to ambient
|
---|
| 2956 | // reflectance, and we'll set the ambient colour to the shadow colour
|
---|
| 2957 | mShadowCasterPlainBlackPass->setAmbient(ColourValue::White);
|
---|
| 2958 | mShadowCasterPlainBlackPass->setDiffuse(ColourValue::Black);
|
---|
| 2959 | mShadowCasterPlainBlackPass->setSelfIllumination(ColourValue::Black);
|
---|
| 2960 | mShadowCasterPlainBlackPass->setSpecular(ColourValue::Black);
|
---|
| 2961 | // Override fog
|
---|
| 2962 | mShadowCasterPlainBlackPass->setFog(true, FOG_NONE);
|
---|
| 2963 | // no textures or anything else, we will bind vertex programs
|
---|
| 2964 | // every so often though
|
---|
| 2965 | }
|
---|
| 2966 | else
|
---|
| 2967 | {
|
---|
| 2968 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0);
|
---|
| 2969 | }
|
---|
| 2970 | }
|
---|
| 2971 |
|
---|
| 2972 | if (!mShadowReceiverPass)
|
---|
| 2973 | {
|
---|
| 2974 | MaterialPtr matShadRec = MaterialManager::getSingleton().getByName(
|
---|
| 2975 | "Ogre/TextureShadowReceiver");
|
---|
| 2976 | if (matShadRec.isNull())
|
---|
| 2977 | {
|
---|
| 2978 | matShadRec = MaterialManager::getSingleton().create(
|
---|
| 2979 | "Ogre/TextureShadowReceiver",
|
---|
| 2980 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2981 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0);
|
---|
| 2982 | mShadowReceiverPass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO);
|
---|
| 2983 | // No lighting, one texture unit
|
---|
| 2984 | // everything else will be bound as needed during the receiver pass
|
---|
| 2985 | mShadowReceiverPass->setLightingEnabled(false);
|
---|
| 2986 | TextureUnitState* t = mShadowReceiverPass->createTextureUnitState();
|
---|
| 2987 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 2988 | }
|
---|
| 2989 | else
|
---|
| 2990 | {
|
---|
| 2991 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0);
|
---|
| 2992 | }
|
---|
| 2993 | }
|
---|
| 2994 |
|
---|
| 2995 | // Set up spot shadow fade texture (loaded from code data block)
|
---|
| 2996 | TexturePtr spotShadowFadeTex =
|
---|
| 2997 | TextureManager::getSingleton().getByName("spot_shadow_fade.png");
|
---|
| 2998 | if (spotShadowFadeTex.isNull())
|
---|
| 2999 | {
|
---|
| 3000 | // Load the manual buffer into an image (don't destroy memory!
|
---|
| 3001 | DataStreamPtr stream(
|
---|
| 3002 | new MemoryDataStream(SPOT_SHADOW_FADE_PNG, SPOT_SHADOW_FADE_PNG_SIZE, false));
|
---|
| 3003 | Image img;
|
---|
| 3004 | img.load(stream, "png");
|
---|
| 3005 | spotShadowFadeTex =
|
---|
| 3006 | TextureManager::getSingleton().loadImage(
|
---|
| 3007 | "spot_shadow_fade.png", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
---|
| 3008 | img, TEX_TYPE_2D);
|
---|
| 3009 | }
|
---|
| 3010 |
|
---|
| 3011 | mShadowMaterialInitDone = true;
|
---|
| 3012 | }
|
---|
| 3013 | //---------------------------------------------------------------------
|
---|
| 3014 | Pass* SceneManager::deriveShadowCasterPass(Pass* pass)
|
---|
| 3015 | {
|
---|
| 3016 | //LogManager::getSingleton().logMessage("*********derive shadow caster pass*********");
|
---|
| 3017 | switch (mShadowTechnique)
|
---|
| 3018 | {
|
---|
| 3019 | case SHADOWTYPE_TEXTURE_MODULATIVE:
|
---|
| 3020 | if (mShadowTextureCustomCasterPass)
|
---|
| 3021 | {
|
---|
| 3022 | //LogManager::getSingleton().logMessage("custom caster pass");
|
---|
| 3023 | // Caster pass has been customised
|
---|
| 3024 |
|
---|
| 3025 | if (!pass->getShadowCasterVertexProgramName().empty())
|
---|
| 3026 | {
|
---|
| 3027 | //LogManager::getSingleton().logMessage("custom caster pass has vertex program");
|
---|
| 3028 | // Have to merge the shadow caster vertex program in
|
---|
| 3029 | mShadowTextureCustomCasterPass->setVertexProgram(
|
---|
| 3030 | pass->getShadowCasterVertexProgramName());
|
---|
| 3031 | const GpuProgramPtr& prg = mShadowTextureCustomCasterPass->getVertexProgram();
|
---|
| 3032 | // Load this program if not done already
|
---|
| 3033 | if (!prg->isLoaded())
|
---|
| 3034 | prg->load();
|
---|
| 3035 | // Copy params
|
---|
| 3036 | mShadowTextureCustomCasterPass->setVertexProgramParameters(
|
---|
| 3037 | pass->getShadowCasterVertexProgramParameters());
|
---|
| 3038 | // mark that we've overridden the standard
|
---|
| 3039 | mShadowTextureCasterVPDirty = true;
|
---|
| 3040 | // Also have to hack the light autoparams, that is done later
|
---|
| 3041 | }
|
---|
| 3042 | else if (mShadowTextureCasterVPDirty)
|
---|
| 3043 | {
|
---|
| 3044 | //LogManager::getSingleton().logMessage("caster pass dirty");
|
---|
| 3045 | // reset
|
---|
| 3046 | mShadowTextureCustomCasterPass->setVertexProgram(
|
---|
| 3047 | mShadowTextureCustomCasterVertexProgram);
|
---|
| 3048 | if(mShadowTextureCustomCasterPass->hasVertexProgram())
|
---|
| 3049 | {
|
---|
| 3050 | mShadowTextureCustomCasterPass->setVertexProgramParameters(
|
---|
| 3051 | mShadowTextureCustomCasterVPParams);
|
---|
| 3052 |
|
---|
| 3053 | }
|
---|
| 3054 | mShadowTextureCasterVPDirty = false;
|
---|
| 3055 | }
|
---|
| 3056 | return mShadowTextureCustomCasterPass;
|
---|
| 3057 | }
|
---|
| 3058 | else
|
---|
| 3059 | {
|
---|
| 3060 | //LogManager::getSingleton().logMessage("standard caster pass");
|
---|
| 3061 | // Standard pass
|
---|
| 3062 | if (pass->hasVertexProgram())
|
---|
| 3063 | {
|
---|
| 3064 | //LogManager::getSingleton().logMessage("standard caster pass has vertex program");
|
---|
| 3065 | // Have to merge the shadow caster vertex program in
|
---|
| 3066 | // This may in fact be blank, in which case it falls back on
|
---|
| 3067 | // fixed function
|
---|
| 3068 | mShadowCasterPlainBlackPass->setVertexProgram(
|
---|
| 3069 | pass->getShadowCasterVertexProgramName());
|
---|
| 3070 | // Did this result in a new vertex program?
|
---|
| 3071 | if (mShadowCasterPlainBlackPass->hasVertexProgram())
|
---|
| 3072 | {
|
---|
| 3073 | const GpuProgramPtr& prg = mShadowCasterPlainBlackPass->getVertexProgram();
|
---|
| 3074 | // Load this program if not done already
|
---|
| 3075 | if (!prg->isLoaded())
|
---|
| 3076 | prg->load();
|
---|
| 3077 | // Copy params
|
---|
| 3078 | mShadowCasterPlainBlackPass->setVertexProgramParameters(
|
---|
| 3079 | pass->getShadowCasterVertexProgramParameters());
|
---|
| 3080 | }
|
---|
| 3081 | // Also have to hack the light autoparams, that is done later
|
---|
| 3082 | }
|
---|
| 3083 | else if (mShadowCasterPlainBlackPass->hasVertexProgram())
|
---|
| 3084 | {
|
---|
| 3085 | //LogManager::getSingleton().logMessage("standard caster pass no vertex program");
|
---|
| 3086 | // reset
|
---|
| 3087 | mShadowCasterPlainBlackPass->setVertexProgram("");
|
---|
| 3088 | }
|
---|
| 3089 | return mShadowCasterPlainBlackPass;
|
---|
| 3090 | }
|
---|
| 3091 | default:
|
---|
| 3092 | return pass;
|
---|
| 3093 | };
|
---|
| 3094 |
|
---|
| 3095 | }
|
---|
| 3096 | //---------------------------------------------------------------------
|
---|
| 3097 | Pass* SceneManager::deriveShadowReceiverPass(Pass* pass)
|
---|
| 3098 | {
|
---|
| 3099 | //LogManager::getSingleton().logMessage("*********derive shadow receiver pass*********");
|
---|
| 3100 | switch (mShadowTechnique)
|
---|
| 3101 | {
|
---|
| 3102 | case SHADOWTYPE_TEXTURE_MODULATIVE:
|
---|
| 3103 | if (mShadowTextureCustomReceiverPass)
|
---|
| 3104 | {
|
---|
| 3105 | // Receiver pass has been customised
|
---|
| 3106 | //LogManager::getSingleton().logMessage("custom receiver pass");
|
---|
| 3107 | if (!pass->getShadowReceiverVertexProgramName().empty())
|
---|
| 3108 | {
|
---|
| 3109 | //LogManager::getSingleton().logMessage("merge receiver pass shadow vertex program");
|
---|
| 3110 | // Have to merge the shadow Receiver vertex program in
|
---|
| 3111 | mShadowTextureCustomReceiverPass->setVertexProgram(
|
---|
| 3112 | pass->getShadowReceiverVertexProgramName());
|
---|
| 3113 | const GpuProgramPtr& prg = mShadowTextureCustomReceiverPass->getVertexProgram();
|
---|
| 3114 | // Load this program if not done already
|
---|
| 3115 | if (!prg->isLoaded())
|
---|
| 3116 | prg->load();
|
---|
| 3117 | // Copy params
|
---|
| 3118 | mShadowTextureCustomReceiverPass->setVertexProgramParameters(
|
---|
| 3119 | pass->getShadowReceiverVertexProgramParameters());
|
---|
| 3120 | // mark that we've overridden the standard
|
---|
| 3121 | mShadowTextureReceiverVPDirty = true;
|
---|
| 3122 | // Also have to hack the light autoparams, that is done later
|
---|
| 3123 | }
|
---|
| 3124 | else if (mShadowTextureReceiverVPDirty)
|
---|
| 3125 | {
|
---|
| 3126 | //LogManager::getSingleton().logMessage("receiver pass dirty");
|
---|
| 3127 | // reset
|
---|
| 3128 | mShadowTextureCustomReceiverPass->setVertexProgram(
|
---|
| 3129 | mShadowTextureCustomReceiverVertexProgram);
|
---|
| 3130 | if(mShadowTextureCustomReceiverPass->hasVertexProgram())
|
---|
| 3131 | {
|
---|
| 3132 | mShadowTextureCustomReceiverPass->setVertexProgramParameters(
|
---|
| 3133 | mShadowTextureCustomReceiverVPParams);
|
---|
| 3134 |
|
---|
| 3135 | }
|
---|
| 3136 | mShadowTextureReceiverVPDirty = false;
|
---|
| 3137 | }
|
---|
| 3138 | return mShadowTextureCustomReceiverPass;
|
---|
| 3139 | }
|
---|
| 3140 | else
|
---|
| 3141 | {
|
---|
| 3142 | //LogManager::getSingleton().logMessage("no custom receiver pass");
|
---|
| 3143 | if (pass->hasVertexProgram())
|
---|
| 3144 | {
|
---|
| 3145 | //LogManager::getSingleton().logMessage("standard receiver pass has vertex program");
|
---|
| 3146 | // Have to merge the receiver vertex program in
|
---|
| 3147 | // This may return "" which means fixed function will be used
|
---|
| 3148 | mShadowReceiverPass->setVertexProgram(
|
---|
| 3149 | pass->getShadowReceiverVertexProgramName());
|
---|
| 3150 | // Did this result in a new vertex program?
|
---|
| 3151 | if (mShadowReceiverPass->hasVertexProgram())
|
---|
| 3152 | {
|
---|
| 3153 | const GpuProgramPtr& prg = mShadowReceiverPass->getVertexProgram();
|
---|
| 3154 | // Load this program if required
|
---|
| 3155 | if (!prg->isLoaded())
|
---|
| 3156 | prg->load();
|
---|
| 3157 | // Copy params
|
---|
| 3158 | mShadowReceiverPass->setVertexProgramParameters(
|
---|
| 3159 | pass->getShadowReceiverVertexProgramParameters());
|
---|
| 3160 | }
|
---|
| 3161 | // Also have to hack the light autoparams, that is done later
|
---|
| 3162 | }
|
---|
| 3163 | else if (mShadowReceiverPass->hasVertexProgram())
|
---|
| 3164 | {
|
---|
| 3165 | //LogManager::getSingleton().logMessage("standard receiver pass no vertex program");
|
---|
| 3166 | // reset
|
---|
| 3167 | mShadowReceiverPass->setVertexProgram("");
|
---|
| 3168 |
|
---|
| 3169 | }
|
---|
| 3170 | }
|
---|
| 3171 |
|
---|
| 3172 | return mShadowReceiverPass;
|
---|
| 3173 | default:
|
---|
| 3174 | return pass;
|
---|
| 3175 | };
|
---|
| 3176 |
|
---|
| 3177 | }
|
---|
| 3178 | //---------------------------------------------------------------------
|
---|
| 3179 | void SceneManager::renderShadowVolumesToStencil(const Light* light, const Camera* camera)
|
---|
| 3180 | {
|
---|
| 3181 | // Get the shadow caster list
|
---|
| 3182 | const ShadowCasterList& casters = findShadowCastersForLight(light, camera);
|
---|
| 3183 | // Check there are some shadow casters to render
|
---|
| 3184 | if (casters.empty())
|
---|
| 3185 | {
|
---|
| 3186 | // No casters, just do nothing
|
---|
| 3187 | return;
|
---|
| 3188 | }
|
---|
| 3189 |
|
---|
| 3190 | // Set up scissor test (point & spot lights only)
|
---|
| 3191 | bool scissored = false;
|
---|
| 3192 | if (light->getType() != Light::LT_DIRECTIONAL &&
|
---|
| 3193 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_SCISSOR_TEST))
|
---|
| 3194 | {
|
---|
| 3195 | // Project the sphere onto the camera
|
---|
| 3196 | Real left, right, top, bottom;
|
---|
| 3197 | Sphere sphere(light->getDerivedPosition(), light->getAttenuationRange());
|
---|
| 3198 | if (camera->projectSphere(sphere, &left, &top, &right, &bottom))
|
---|
| 3199 | {
|
---|
| 3200 | scissored = true;
|
---|
| 3201 | // Turn normalised device coordinates into pixels
|
---|
| 3202 | int iLeft, iTop, iWidth, iHeight;
|
---|
| 3203 | mCurrentViewport->getActualDimensions(iLeft, iTop, iWidth, iHeight);
|
---|
| 3204 | size_t szLeft, szRight, szTop, szBottom;
|
---|
| 3205 |
|
---|
| 3206 | szLeft = (size_t)(iLeft + ((left + 1) * 0.5 * iWidth));
|
---|
| 3207 | szRight = (size_t)(iLeft + ((right + 1) * 0.5 * iWidth));
|
---|
| 3208 | szTop = (size_t)(iTop + ((-top + 1) * 0.5 * iHeight));
|
---|
| 3209 | szBottom = (size_t)(iTop + ((-bottom + 1) * 0.5 * iHeight));
|
---|
| 3210 |
|
---|
| 3211 | mDestRenderSystem->setScissorTest(true, szLeft, szTop, szRight, szBottom);
|
---|
| 3212 | }
|
---|
| 3213 | }
|
---|
| 3214 |
|
---|
| 3215 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
|
---|
| 3216 |
|
---|
| 3217 | // Can we do a 2-sided stencil?
|
---|
| 3218 | bool stencil2sided = false;
|
---|
| 3219 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_TWO_SIDED_STENCIL) &&
|
---|
| 3220 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP))
|
---|
| 3221 | {
|
---|
| 3222 | // enable
|
---|
| 3223 | stencil2sided = true;
|
---|
| 3224 | }
|
---|
| 3225 |
|
---|
| 3226 | // Do we have access to vertex programs?
|
---|
| 3227 | bool extrudeInSoftware = true;
|
---|
| 3228 | bool finiteExtrude = !mShadowUseInfiniteFarPlane ||
|
---|
| 3229 | !mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE);
|
---|
| 3230 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM))
|
---|
| 3231 | {
|
---|
| 3232 | extrudeInSoftware = false;
|
---|
| 3233 | // attach the appropriate extrusion vertex program
|
---|
| 3234 | // Note we never unset it because support for vertex programs is constant
|
---|
| 3235 | mShadowStencilPass->setVertexProgram(
|
---|
| 3236 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, false)
|
---|
| 3237 | , false);
|
---|
| 3238 | // Set params
|
---|
| 3239 | if (finiteExtrude)
|
---|
| 3240 | {
|
---|
| 3241 | mShadowStencilPass->setVertexProgramParameters(mFiniteExtrusionParams);
|
---|
| 3242 | }
|
---|
| 3243 | else
|
---|
| 3244 | {
|
---|
| 3245 | mShadowStencilPass->setVertexProgramParameters(mInfiniteExtrusionParams);
|
---|
| 3246 | }
|
---|
| 3247 | if (mDebugShadows)
|
---|
| 3248 | {
|
---|
| 3249 | mShadowDebugPass->setVertexProgram(
|
---|
| 3250 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, true)
|
---|
| 3251 | , false);
|
---|
| 3252 | // Set params
|
---|
| 3253 | if (finiteExtrude)
|
---|
| 3254 | {
|
---|
| 3255 | mShadowDebugPass->setVertexProgramParameters(mFiniteExtrusionParams);
|
---|
| 3256 | }
|
---|
| 3257 | else
|
---|
| 3258 | {
|
---|
| 3259 | mShadowDebugPass->setVertexProgramParameters(mInfiniteExtrusionParams);
|
---|
| 3260 | }
|
---|
| 3261 | }
|
---|
| 3262 |
|
---|
| 3263 | mDestRenderSystem->bindGpuProgram(mShadowStencilPass->getVertexProgram()->_getBindingDelegate());
|
---|
| 3264 |
|
---|
| 3265 | }
|
---|
| 3266 | else
|
---|
| 3267 | {
|
---|
| 3268 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
| 3269 | }
|
---|
| 3270 |
|
---|
| 3271 | // Add light to internal list for use in render call
|
---|
| 3272 | LightList lightList;
|
---|
| 3273 | // const_cast is forgiveable here since we pass this const
|
---|
| 3274 | lightList.push_back(const_cast<Light*>(light));
|
---|
| 3275 |
|
---|
| 3276 | // Turn off colour writing and depth writing
|
---|
| 3277 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false);
|
---|
| 3278 | mDestRenderSystem->_disableTextureUnitsFrom(0);
|
---|
| 3279 | mDestRenderSystem->_setDepthBufferParams(true, false, CMPF_LESS);
|
---|
| 3280 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
| 3281 |
|
---|
| 3282 | // Calculate extrusion distance
|
---|
| 3283 | // Use direction light extrusion distance now, just form optimize code
|
---|
| 3284 | // generate a little, point/spot light will up to date later
|
---|
| 3285 | Real extrudeDist = mShadowDirLightExtrudeDist;
|
---|
| 3286 |
|
---|
| 3287 | // Figure out the near clip volume
|
---|
| 3288 | const PlaneBoundedVolume& nearClipVol =
|
---|
| 3289 | light->_getNearClipVolume(camera);
|
---|
| 3290 |
|
---|
| 3291 | // Now iterate over the casters and render
|
---|
| 3292 | ShadowCasterList::const_iterator si, siend;
|
---|
| 3293 | siend = casters.end();
|
---|
| 3294 |
|
---|
| 3295 |
|
---|
| 3296 | // Now iterate over the casters and render
|
---|
| 3297 | for (si = casters.begin(); si != siend; ++si)
|
---|
| 3298 | {
|
---|
| 3299 | ShadowCaster* caster = *si;
|
---|
| 3300 | bool zfailAlgo = false;
|
---|
| 3301 | unsigned long flags = 0;
|
---|
| 3302 |
|
---|
| 3303 | if (light->getType() != Light::LT_DIRECTIONAL)
|
---|
| 3304 | {
|
---|
| 3305 | extrudeDist = caster->getPointExtrusionDistance(light);
|
---|
| 3306 | }
|
---|
| 3307 |
|
---|
| 3308 | if (!extrudeInSoftware && !finiteExtrude)
|
---|
| 3309 | {
|
---|
| 3310 | // hardware extrusion, to infinity (and beyond!)
|
---|
| 3311 | flags |= SRF_EXTRUDE_TO_INFINITY;
|
---|
| 3312 | }
|
---|
| 3313 |
|
---|
| 3314 | // Determine whether zfail is required
|
---|
| 3315 | if (nearClipVol.intersects(caster->getWorldBoundingBox()))
|
---|
| 3316 | {
|
---|
| 3317 | // We use zfail for this object only because zfail
|
---|
| 3318 | // compatible with zpass algorithm
|
---|
| 3319 | zfailAlgo = true;
|
---|
| 3320 | // We need to include the light and / or dark cap
|
---|
| 3321 | // But only if they will be visible
|
---|
| 3322 | if(camera->isVisible(caster->getLightCapBounds()))
|
---|
| 3323 | {
|
---|
| 3324 | flags |= SRF_INCLUDE_LIGHT_CAP;
|
---|
| 3325 | }
|
---|
| 3326 | // zfail needs dark cap
|
---|
| 3327 | // UNLESS directional lights using hardware extrusion to infinity
|
---|
| 3328 | // since that extrudes to a single point
|
---|
| 3329 | if(!((flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
| 3330 | light->getType() == Light::LT_DIRECTIONAL) &&
|
---|
| 3331 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
| 3332 | {
|
---|
| 3333 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
| 3334 | }
|
---|
| 3335 | }
|
---|
| 3336 | else
|
---|
| 3337 | {
|
---|
| 3338 | // In zpass we need a dark cap if
|
---|
| 3339 | // 1: infinite extrusion on point/spotlight sources in modulative shadows
|
---|
| 3340 | // mode, since otherwise in areas where there is no depth (skybox)
|
---|
| 3341 | // the infinitely projected volume will leave a dark band
|
---|
| 3342 | // 2: finite extrusion on any light source since glancing angles
|
---|
| 3343 | // can peek through the end and shadow objects behind incorrectly
|
---|
| 3344 | if ((flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
| 3345 | light->getType() != Light::LT_DIRECTIONAL &&
|
---|
| 3346 | mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE &&
|
---|
| 3347 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
| 3348 | {
|
---|
| 3349 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
| 3350 | }
|
---|
| 3351 | else if (!(flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
| 3352 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
| 3353 | {
|
---|
| 3354 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
| 3355 | }
|
---|
| 3356 |
|
---|
| 3357 | }
|
---|
| 3358 |
|
---|
| 3359 | // Get shadow renderables
|
---|
| 3360 | ShadowCaster::ShadowRenderableListIterator iShadowRenderables =
|
---|
| 3361 | caster->getShadowVolumeRenderableIterator(mShadowTechnique,
|
---|
| 3362 | light, &mShadowIndexBuffer, extrudeInSoftware,
|
---|
| 3363 | extrudeDist, flags);
|
---|
| 3364 |
|
---|
| 3365 | // Render a shadow volume here
|
---|
| 3366 | // - if we have 2-sided stencil, one render with no culling
|
---|
| 3367 | // - otherwise, 2 renders, one with each culling method and invert the ops
|
---|
| 3368 | setShadowVolumeStencilState(false, zfailAlgo, stencil2sided);
|
---|
| 3369 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags,
|
---|
| 3370 | false, zfailAlgo, stencil2sided);
|
---|
| 3371 | if (!stencil2sided)
|
---|
| 3372 | {
|
---|
| 3373 | // Second pass
|
---|
| 3374 | setShadowVolumeStencilState(true, zfailAlgo, false);
|
---|
| 3375 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags,
|
---|
| 3376 | true, zfailAlgo, false);
|
---|
| 3377 | }
|
---|
| 3378 |
|
---|
| 3379 | // Do we need to render a debug shadow marker?
|
---|
| 3380 | if (mDebugShadows)
|
---|
| 3381 | {
|
---|
| 3382 | // reset stencil & colour ops
|
---|
| 3383 | mDestRenderSystem->setStencilBufferParams();
|
---|
| 3384 | mShadowDebugPass->getTextureUnitState(0)->
|
---|
| 3385 | setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
| 3386 | zfailAlgo ? ColourValue(0.7, 0.0, 0.2) : ColourValue(0.0, 0.7, 0.2));
|
---|
| 3387 | //LogManager::getSingleton().logMessage("setting shadow debug pass");
|
---|
| 3388 | setPass(mShadowDebugPass);
|
---|
| 3389 | renderShadowVolumeObjects(iShadowRenderables, mShadowDebugPass, &lightList, flags,
|
---|
| 3390 | true, false, false);
|
---|
| 3391 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false);
|
---|
| 3392 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
| 3393 | }
|
---|
| 3394 | }
|
---|
| 3395 |
|
---|
| 3396 | // revert colour write state
|
---|
| 3397 | mDestRenderSystem->_setColourBufferWriteEnabled(true, true, true, true);
|
---|
| 3398 | // revert depth state
|
---|
| 3399 | mDestRenderSystem->_setDepthBufferParams();
|
---|
| 3400 |
|
---|
| 3401 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
| 3402 |
|
---|
| 3403 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
| 3404 |
|
---|
| 3405 | if (scissored)
|
---|
| 3406 | {
|
---|
| 3407 | // disable scissor test
|
---|
| 3408 | mDestRenderSystem->setScissorTest(false);
|
---|
| 3409 | }
|
---|
| 3410 |
|
---|
| 3411 | }
|
---|
| 3412 | //---------------------------------------------------------------------
|
---|
| 3413 | void SceneManager::renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables,
|
---|
| 3414 | Pass* pass,
|
---|
| 3415 | const LightList *manualLightList,
|
---|
| 3416 | unsigned long flags,
|
---|
| 3417 | bool secondpass, bool zfail, bool twosided)
|
---|
| 3418 | {
|
---|
| 3419 | // ----- SHADOW VOLUME LOOP -----
|
---|
| 3420 | // Render all shadow renderables with same stencil operations
|
---|
| 3421 | while (iShadowRenderables.hasMoreElements())
|
---|
| 3422 | {
|
---|
| 3423 | ShadowRenderable* sr = iShadowRenderables.getNext();
|
---|
| 3424 |
|
---|
| 3425 | // omit hidden renderables
|
---|
| 3426 | if (sr->isVisible())
|
---|
| 3427 | {
|
---|
| 3428 | // render volume, including dark and (maybe) light caps
|
---|
| 3429 | renderSingleObject(sr, pass, false, manualLightList);
|
---|
| 3430 |
|
---|
| 3431 | // optionally render separate light cap
|
---|
| 3432 | if (sr->isLightCapSeparate() && (flags & SRF_INCLUDE_LIGHT_CAP))
|
---|
| 3433 | {
|
---|
| 3434 | ShadowRenderable* lightCap = sr->getLightCapRenderable();
|
---|
| 3435 | assert(lightCap && "Shadow renderable is missing a separate light cap renderable!");
|
---|
| 3436 |
|
---|
| 3437 | // We must take care with light caps when we could 'see' the back facing
|
---|
| 3438 | // triangles directly:
|
---|
| 3439 | // 1. The front facing light caps must render as always fail depth
|
---|
| 3440 | // check to avoid 'depth fighting'.
|
---|
| 3441 | // 2. The back facing light caps must use normal depth function to
|
---|
| 3442 | // avoid break the standard depth check
|
---|
| 3443 | //
|
---|
| 3444 | // TODO:
|
---|
| 3445 | // 1. Separate light caps rendering doesn't need for the 'closed'
|
---|
| 3446 | // mesh that never touch the near plane, because in this instance,
|
---|
| 3447 | // we couldn't 'see' any back facing triangles directly. The
|
---|
| 3448 | // 'closed' mesh must determinate by edge list builder.
|
---|
| 3449 | // 2. There still exists 'depth fighting' bug with coplane triangles
|
---|
| 3450 | // that has opposite facing. This usually occur when use two side
|
---|
| 3451 | // material in the modeling tools and the model exporting tools
|
---|
| 3452 | // exporting double triangles to represent this model. This bug
|
---|
| 3453 | // can't fixed in GPU only, there must has extra work on edge list
|
---|
| 3454 | // builder and shadow volume generater to fix it.
|
---|
| 3455 | //
|
---|
| 3456 | if (twosided)
|
---|
| 3457 | {
|
---|
| 3458 | // select back facing light caps to render
|
---|
| 3459 | mDestRenderSystem->_setCullingMode(CULL_ANTICLOCKWISE);
|
---|
| 3460 | // use normal depth function for back facing light caps
|
---|
| 3461 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3462 |
|
---|
| 3463 | // select front facing light caps to render
|
---|
| 3464 | mDestRenderSystem->_setCullingMode(CULL_CLOCKWISE);
|
---|
| 3465 | // must always fail depth check for front facing light caps
|
---|
| 3466 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL);
|
---|
| 3467 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3468 |
|
---|
| 3469 | // reset depth function
|
---|
| 3470 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
| 3471 | // reset culling mode
|
---|
| 3472 | mDestRenderSystem->_setCullingMode(CULL_NONE);
|
---|
| 3473 | }
|
---|
| 3474 | else if ((secondpass || zfail) && !(secondpass && zfail))
|
---|
| 3475 | {
|
---|
| 3476 | // use normal depth function for back facing light caps
|
---|
| 3477 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3478 | }
|
---|
| 3479 | else
|
---|
| 3480 | {
|
---|
| 3481 | // must always fail depth check for front facing light caps
|
---|
| 3482 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL);
|
---|
| 3483 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3484 |
|
---|
| 3485 | // reset depth function
|
---|
| 3486 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
| 3487 | }
|
---|
| 3488 | }
|
---|
| 3489 | }
|
---|
| 3490 | }
|
---|
| 3491 | }
|
---|
| 3492 | //---------------------------------------------------------------------
|
---|
| 3493 | void SceneManager::setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided)
|
---|
| 3494 | {
|
---|
| 3495 | // Determinate the best stencil operation
|
---|
| 3496 | StencilOperation incrOp, decrOp;
|
---|
| 3497 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP))
|
---|
| 3498 | {
|
---|
| 3499 | incrOp = SOP_INCREMENT_WRAP;
|
---|
| 3500 | decrOp = SOP_DECREMENT_WRAP;
|
---|
| 3501 | }
|
---|
| 3502 | else
|
---|
| 3503 | {
|
---|
| 3504 | incrOp = SOP_INCREMENT;
|
---|
| 3505 | decrOp = SOP_DECREMENT;
|
---|
| 3506 | }
|
---|
| 3507 |
|
---|
| 3508 | // First pass, do front faces if zpass
|
---|
| 3509 | // Second pass, do back faces if zpass
|
---|
| 3510 | // Invert if zfail
|
---|
| 3511 | // this is to ensure we always increment before decrement
|
---|
| 3512 | // When two-sided stencil, always pass front face stencil
|
---|
| 3513 | // operation parameters and the inverse of them will happen
|
---|
| 3514 | // for back faces
|
---|
| 3515 | if ( !twosided && ((secondpass || zfail) && !(secondpass && zfail)) )
|
---|
| 3516 | {
|
---|
| 3517 | mDestRenderSystem->_setCullingMode(
|
---|
| 3518 | twosided? CULL_NONE : CULL_ANTICLOCKWISE);
|
---|
| 3519 | mDestRenderSystem->setStencilBufferParams(
|
---|
| 3520 | CMPF_ALWAYS_PASS, // always pass stencil check
|
---|
| 3521 | 0, // no ref value (no compare)
|
---|
| 3522 | 0xFFFFFFFF, // no mask
|
---|
| 3523 | SOP_KEEP, // stencil test will never fail
|
---|
| 3524 | zfail ? incrOp : SOP_KEEP, // back face depth fail
|
---|
| 3525 | zfail ? SOP_KEEP : decrOp, // back face pass
|
---|
| 3526 | twosided
|
---|
| 3527 | );
|
---|
| 3528 | }
|
---|
| 3529 | else
|
---|
| 3530 | {
|
---|
| 3531 | mDestRenderSystem->_setCullingMode(
|
---|
| 3532 | twosided? CULL_NONE : CULL_CLOCKWISE);
|
---|
| 3533 | mDestRenderSystem->setStencilBufferParams(
|
---|
| 3534 | CMPF_ALWAYS_PASS, // always pass stencil check
|
---|
| 3535 | 0, // no ref value (no compare)
|
---|
| 3536 | 0xFFFFFFFF, // no mask
|
---|
| 3537 | SOP_KEEP, // stencil test will never fail
|
---|
| 3538 | zfail ? decrOp : SOP_KEEP, // front face depth fail
|
---|
| 3539 | zfail ? SOP_KEEP : incrOp, // front face pass
|
---|
| 3540 | twosided
|
---|
| 3541 | );
|
---|
| 3542 | }
|
---|
| 3543 | }
|
---|
| 3544 | //---------------------------------------------------------------------
|
---|
| 3545 | void SceneManager::setShadowColour(const ColourValue& colour)
|
---|
| 3546 | {
|
---|
| 3547 | mShadowColour = colour;
|
---|
| 3548 |
|
---|
| 3549 | // Prep materials first
|
---|
| 3550 | initShadowVolumeMaterials();
|
---|
| 3551 |
|
---|
| 3552 | mShadowModulativePass->getTextureUnitState(0)->setColourOperationEx(
|
---|
| 3553 | LBX_MODULATE, LBS_MANUAL, LBS_CURRENT, colour);
|
---|
| 3554 | }
|
---|
| 3555 | //---------------------------------------------------------------------
|
---|
| 3556 | const ColourValue& SceneManager::getShadowColour(void) const
|
---|
| 3557 | {
|
---|
| 3558 | return mShadowColour;
|
---|
| 3559 | }
|
---|
| 3560 | //---------------------------------------------------------------------
|
---|
| 3561 | void SceneManager::setShadowFarDistance(Real distance)
|
---|
| 3562 | {
|
---|
| 3563 | mShadowFarDist = distance;
|
---|
| 3564 | mShadowFarDistSquared = distance * distance;
|
---|
| 3565 | }
|
---|
| 3566 | //---------------------------------------------------------------------
|
---|
| 3567 | void SceneManager::setShadowDirectionalLightExtrusionDistance(Real dist)
|
---|
| 3568 | {
|
---|
| 3569 | mShadowDirLightExtrudeDist = dist;
|
---|
| 3570 | }
|
---|
| 3571 | //---------------------------------------------------------------------
|
---|
| 3572 | Real SceneManager::getShadowDirectionalLightExtrusionDistance(void) const
|
---|
| 3573 | {
|
---|
| 3574 | return mShadowDirLightExtrudeDist;
|
---|
| 3575 | }
|
---|
| 3576 | //---------------------------------------------------------------------
|
---|
| 3577 | void SceneManager::setShadowIndexBufferSize(size_t size)
|
---|
| 3578 | {
|
---|
| 3579 | if (!mShadowIndexBuffer.isNull() && size != mShadowIndexBufferSize)
|
---|
| 3580 | {
|
---|
| 3581 | // re-create shadow buffer with new size
|
---|
| 3582 | mShadowIndexBuffer = HardwareBufferManager::getSingleton().
|
---|
| 3583 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
|
---|
| 3584 | mShadowIndexBufferSize,
|
---|
| 3585 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
|
---|
| 3586 | false);
|
---|
| 3587 | }
|
---|
| 3588 | mShadowIndexBufferSize = size;
|
---|
| 3589 | }
|
---|
| 3590 | //---------------------------------------------------------------------
|
---|
| 3591 | void SceneManager::setShadowTextureSize(unsigned short size)
|
---|
| 3592 | {
|
---|
| 3593 | // possibly recreate
|
---|
| 3594 | createShadowTextures(size, mShadowTextureCount, mShadowTextureFormat);
|
---|
| 3595 | mShadowTextureSize = size;
|
---|
| 3596 | }
|
---|
| 3597 | //---------------------------------------------------------------------
|
---|
| 3598 | void SceneManager::setShadowTextureCount(unsigned short count)
|
---|
| 3599 | {
|
---|
| 3600 | // possibly recreate
|
---|
| 3601 | createShadowTextures(mShadowTextureSize, count, mShadowTextureFormat);
|
---|
| 3602 | mShadowTextureCount = count;
|
---|
| 3603 | }
|
---|
| 3604 | //---------------------------------------------------------------------
|
---|
| 3605 | void SceneManager::setShadowTexturePixelFormat(PixelFormat fmt)
|
---|
| 3606 | {
|
---|
| 3607 | // possibly recreate
|
---|
| 3608 | createShadowTextures(mShadowTextureSize, mShadowTextureCount, fmt);
|
---|
| 3609 | mShadowTextureFormat = fmt;
|
---|
| 3610 | }
|
---|
| 3611 | //---------------------------------------------------------------------
|
---|
| 3612 | void SceneManager::setShadowTextureSettings(unsigned short size,
|
---|
| 3613 | unsigned short count, PixelFormat fmt)
|
---|
| 3614 | {
|
---|
| 3615 | if (!mShadowTextures.empty() &&
|
---|
| 3616 | (count != mShadowTextureCount ||
|
---|
| 3617 | size != mShadowTextureSize ||
|
---|
| 3618 | fmt != mShadowTextureFormat))
|
---|
| 3619 | {
|
---|
| 3620 | // recreate
|
---|
| 3621 | createShadowTextures(size, count, fmt);
|
---|
| 3622 | }
|
---|
| 3623 | mShadowTextureCount = count;
|
---|
| 3624 | mShadowTextureSize = size;
|
---|
| 3625 | mShadowTextureFormat = fmt;
|
---|
| 3626 | }
|
---|
| 3627 | //---------------------------------------------------------------------
|
---|
| 3628 | void SceneManager::setShadowTextureCasterMaterial(const String& name)
|
---|
| 3629 | {
|
---|
| 3630 | if (name.empty())
|
---|
| 3631 | {
|
---|
| 3632 | mShadowTextureCustomCasterPass = 0;
|
---|
| 3633 | }
|
---|
| 3634 | else
|
---|
| 3635 | {
|
---|
| 3636 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name);
|
---|
| 3637 | if (mat.isNull())
|
---|
| 3638 | {
|
---|
| 3639 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 3640 | "Cannot locate material called '" + name + "'",
|
---|
| 3641 | "SceneManager::setShadowTextureCasterMaterial");
|
---|
| 3642 | }
|
---|
| 3643 | mat->load();
|
---|
| 3644 | mShadowTextureCustomCasterPass = mat->getBestTechnique()->getPass(0);
|
---|
| 3645 | if (mShadowTextureCustomCasterPass->hasVertexProgram())
|
---|
| 3646 | {
|
---|
| 3647 | // Save vertex program and params in case we have to swap them out
|
---|
| 3648 | mShadowTextureCustomCasterVertexProgram =
|
---|
| 3649 | mShadowTextureCustomCasterPass->getVertexProgramName();
|
---|
| 3650 | mShadowTextureCustomCasterVPParams =
|
---|
| 3651 | mShadowTextureCustomCasterPass->getVertexProgramParameters();
|
---|
| 3652 | mShadowTextureCasterVPDirty = false;
|
---|
| 3653 |
|
---|
| 3654 | }
|
---|
| 3655 | }
|
---|
| 3656 | }
|
---|
| 3657 | //---------------------------------------------------------------------
|
---|
| 3658 | void SceneManager::setShadowTextureReceiverMaterial(const String& name)
|
---|
| 3659 | {
|
---|
| 3660 | if (name.empty())
|
---|
| 3661 | {
|
---|
| 3662 | mShadowTextureCustomReceiverPass = 0;
|
---|
| 3663 | }
|
---|
| 3664 | else
|
---|
| 3665 | {
|
---|
| 3666 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name);
|
---|
| 3667 | if (mat.isNull())
|
---|
| 3668 | {
|
---|
| 3669 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 3670 | "Cannot locate material called '" + name + "'",
|
---|
| 3671 | "SceneManager::setShadowTextureReceiverMaterial");
|
---|
| 3672 | }
|
---|
| 3673 | mat->load();
|
---|
| 3674 | mShadowTextureCustomReceiverPass = mat->getBestTechnique()->getPass(0);
|
---|
| 3675 | if (mShadowTextureCustomReceiverPass->hasVertexProgram())
|
---|
| 3676 | {
|
---|
| 3677 | // Save vertex program and params in case we have to swap them out
|
---|
| 3678 | mShadowTextureCustomReceiverVertexProgram =
|
---|
| 3679 | mShadowTextureCustomReceiverPass->getVertexProgramName();
|
---|
| 3680 | mShadowTextureCustomReceiverVPParams =
|
---|
| 3681 | mShadowTextureCustomReceiverPass->getVertexProgramParameters();
|
---|
| 3682 | mShadowTextureReceiverVPDirty = false;
|
---|
| 3683 |
|
---|
| 3684 | }
|
---|
| 3685 | }
|
---|
| 3686 | }
|
---|
| 3687 | //---------------------------------------------------------------------
|
---|
| 3688 | void SceneManager::createShadowTextures(unsigned short size,
|
---|
| 3689 | unsigned short count, PixelFormat fmt)
|
---|
| 3690 | {
|
---|
| 3691 | static const String baseName = "Ogre/ShadowTexture";
|
---|
| 3692 |
|
---|
| 3693 | if (mShadowTechnique != SHADOWTYPE_TEXTURE_MODULATIVE ||
|
---|
| 3694 | !mShadowTextures.empty() &&
|
---|
| 3695 | count == mShadowTextureCount &&
|
---|
| 3696 | size == mShadowTextureSize &&
|
---|
| 3697 | fmt == mShadowTextureFormat)
|
---|
| 3698 | {
|
---|
| 3699 | // no change
|
---|
| 3700 | return;
|
---|
| 3701 | }
|
---|
| 3702 |
|
---|
| 3703 |
|
---|
| 3704 | // destroy existing
|
---|
| 3705 | ShadowTextureList::iterator i, iend;
|
---|
| 3706 | iend = mShadowTextures.end();
|
---|
| 3707 | for (i = mShadowTextures.begin(); i != iend; ++i)
|
---|
| 3708 | {
|
---|
| 3709 | RenderTexture* r = *i;
|
---|
| 3710 | // remove camera and destroy texture
|
---|
| 3711 | removeCamera(r->getViewport(0)->getCamera());
|
---|
| 3712 | mDestRenderSystem->destroyRenderTexture(r->getName());
|
---|
| 3713 | }
|
---|
| 3714 | mShadowTextures.clear();
|
---|
| 3715 |
|
---|
| 3716 | // Recreate shadow textures
|
---|
| 3717 | for (unsigned short t = 0; t < count; ++t)
|
---|
| 3718 | {
|
---|
| 3719 | String targName = baseName + StringConverter::toString(t);
|
---|
| 3720 | String matName = baseName + "Mat" + StringConverter::toString(t);
|
---|
| 3721 | String camName = baseName + "Cam" + StringConverter::toString(t);
|
---|
| 3722 |
|
---|
| 3723 | RenderTexture* shadowTex;
|
---|
| 3724 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 3725 | {
|
---|
| 3726 | shadowTex = mDestRenderSystem->createRenderTexture(
|
---|
| 3727 | targName, size, size, TEX_TYPE_2D, mShadowTextureFormat);
|
---|
| 3728 | }
|
---|
| 3729 |
|
---|
| 3730 | // Create a camera to go with this texture
|
---|
| 3731 | Camera* cam = createCamera(camName);
|
---|
| 3732 | cam->setAspectRatio(1.0f);
|
---|
| 3733 | // Create a viewport
|
---|
| 3734 | Viewport *v = shadowTex->addViewport(cam);
|
---|
| 3735 | v->setClearEveryFrame(true);
|
---|
| 3736 | // remove overlays
|
---|
| 3737 | v->setOverlaysEnabled(false);
|
---|
| 3738 | // Don't update automatically - we'll do it when required
|
---|
| 3739 | shadowTex->setAutoUpdated(false);
|
---|
| 3740 | mShadowTextures.push_back(shadowTex);
|
---|
| 3741 |
|
---|
| 3742 | // Also create corresponding Material used for rendering this shadow
|
---|
| 3743 | MaterialPtr mat = MaterialManager::getSingleton().getByName(matName);
|
---|
| 3744 | if (mat.isNull())
|
---|
| 3745 | {
|
---|
| 3746 | mat = MaterialManager::getSingleton().create(
|
---|
| 3747 | matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 3748 | }
|
---|
| 3749 | else
|
---|
| 3750 | {
|
---|
| 3751 | mat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
|
---|
| 3752 | }
|
---|
| 3753 | // create texture unit referring to render target texture
|
---|
| 3754 | TextureUnitState* texUnit =
|
---|
| 3755 | mat->getTechnique(0)->getPass(0)->createTextureUnitState(targName);
|
---|
| 3756 | // set projective based on camera
|
---|
| 3757 | texUnit->setProjectiveTexturing(true, cam);
|
---|
| 3758 | texUnit->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 3759 | mat->touch();
|
---|
| 3760 |
|
---|
| 3761 | }
|
---|
| 3762 | }
|
---|
| 3763 | //---------------------------------------------------------------------
|
---|
| 3764 | void SceneManager::prepareShadowTextures(Camera* cam, Viewport* vp)
|
---|
| 3765 | {
|
---|
| 3766 | // Set the illumination stage, prevents recursive calls
|
---|
| 3767 | IlluminationRenderStage savedStage = mIlluminationStage;
|
---|
| 3768 | mIlluminationStage = IRS_RENDER_TO_TEXTURE;
|
---|
| 3769 |
|
---|
| 3770 | // Determine far shadow distance
|
---|
| 3771 | Real shadowDist = mShadowFarDist;
|
---|
| 3772 | if (!shadowDist)
|
---|
| 3773 | {
|
---|
| 3774 | // need a shadow distance, make one up
|
---|
| 3775 | shadowDist = cam->getNearClipDistance() * 300;
|
---|
| 3776 | }
|
---|
| 3777 | // set fogging to hide the shadow edge
|
---|
| 3778 | Real shadowOffset = shadowDist * mShadowTextureOffset;
|
---|
| 3779 | Real shadowEnd = shadowDist + shadowOffset;
|
---|
| 3780 | mShadowReceiverPass->setFog(true, FOG_LINEAR, ColourValue::White,
|
---|
| 3781 | 0, shadowEnd * mShadowTextureFadeStart, shadowEnd * mShadowTextureFadeEnd);
|
---|
| 3782 |
|
---|
| 3783 | // Iterate over the lights we've found, max out at the limit of light textures
|
---|
| 3784 |
|
---|
| 3785 | LightList::iterator i, iend;
|
---|
| 3786 | ShadowTextureList::iterator si, siend;
|
---|
| 3787 | iend = mLightsAffectingFrustum.end();
|
---|
| 3788 | siend = mShadowTextures.end();
|
---|
| 3789 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin();
|
---|
| 3790 | i != iend && si != siend; ++i)
|
---|
| 3791 | {
|
---|
| 3792 | Light* light = *i;
|
---|
| 3793 | RenderTexture* shadowTex = *si;
|
---|
| 3794 | // Skip non-shadowing lights
|
---|
| 3795 | if (!light->getCastShadows())
|
---|
| 3796 | continue;
|
---|
| 3797 |
|
---|
| 3798 | // Directional lights
|
---|
| 3799 | if (light->getType() == Light::LT_DIRECTIONAL)
|
---|
| 3800 | {
|
---|
| 3801 |
|
---|
| 3802 | // set up the shadow texture
|
---|
| 3803 | Camera* texCam = shadowTex->getViewport(0)->getCamera();
|
---|
| 3804 | // Set ortho projection
|
---|
| 3805 | texCam->setProjectionType(PT_ORTHOGRAPHIC);
|
---|
| 3806 | // set easy FOV and near dist so that texture covers far dist
|
---|
| 3807 | texCam->setFOVy(Degree(90));
|
---|
| 3808 | texCam->setNearClipDistance(shadowDist);
|
---|
| 3809 |
|
---|
| 3810 | // Set size of projection
|
---|
| 3811 |
|
---|
| 3812 | // Calculate look at position
|
---|
| 3813 | // We want to look at a spot shadowOffset away from near plane
|
---|
| 3814 | // 0.5 is a litle too close for angles
|
---|
| 3815 | Vector3 target = cam->getDerivedPosition() +
|
---|
| 3816 | (cam->getDerivedDirection() * shadowOffset);
|
---|
| 3817 |
|
---|
| 3818 | // Calculate position
|
---|
| 3819 | // We want to be in the -ve direction of the light direction
|
---|
| 3820 | // far enough to project for the dir light extrusion distance
|
---|
| 3821 | Vector3 pos = target +
|
---|
| 3822 | (light->getDerivedDirection() * -mShadowDirLightExtrudeDist);
|
---|
| 3823 |
|
---|
| 3824 | // Calculate orientation
|
---|
| 3825 | Vector3 dir = (pos - target); // backwards since point down -z
|
---|
| 3826 | dir.normalise();
|
---|
| 3827 | /*
|
---|
| 3828 | // Next section (camera oriented shadow map) abandoned
|
---|
| 3829 | // Always point in the same direction, if we don't do this then
|
---|
| 3830 | // we get 'shadow swimming' as camera rotates
|
---|
| 3831 | // As it is, we get swimming on moving but this is less noticeable
|
---|
| 3832 |
|
---|
| 3833 | // calculate up vector, we want it aligned with cam direction
|
---|
| 3834 | Vector3 up = cam->getDerivedDirection();
|
---|
| 3835 | // Check it's not coincident with dir
|
---|
| 3836 | if (up.dotProduct(dir) >= 1.0f)
|
---|
| 3837 | {
|
---|
| 3838 | // Use camera up
|
---|
| 3839 | up = cam->getUp();
|
---|
| 3840 | }
|
---|
| 3841 | */
|
---|
| 3842 | Vector3 up = Vector3::UNIT_Y;
|
---|
| 3843 | // Check it's not coincident with dir
|
---|
| 3844 | if (up.dotProduct(dir) >= 1.0f)
|
---|
| 3845 | {
|
---|
| 3846 | // Use camera up
|
---|
| 3847 | up = Vector3::UNIT_Z;
|
---|
| 3848 | }
|
---|
| 3849 | // cross twice to rederive, only direction is unaltered
|
---|
| 3850 | Vector3 left = dir.crossProduct(up);
|
---|
| 3851 | left.normalise();
|
---|
| 3852 | up = dir.crossProduct(left);
|
---|
| 3853 | up.normalise();
|
---|
| 3854 | // Derive quaternion from axes
|
---|
| 3855 | Quaternion q;
|
---|
| 3856 | q.FromAxes(left, up, dir);
|
---|
| 3857 | texCam->setOrientation(q);
|
---|
| 3858 |
|
---|
| 3859 | // Round local x/y position based on a world-space texel; this helps to reduce
|
---|
| 3860 | // jittering caused by the projection moving with the camera
|
---|
| 3861 | // Viewport is 2 * near clip distance across (90 degree fov)
|
---|
| 3862 | Real worldTexelSize = (texCam->getNearClipDistance() * 20) / mShadowTextureSize;
|
---|
| 3863 | pos.x -= fmod(pos.x, worldTexelSize);
|
---|
| 3864 | pos.y -= fmod(pos.y, worldTexelSize);
|
---|
| 3865 | pos.z -= fmod(pos.z, worldTexelSize);
|
---|
| 3866 | // Finally set position
|
---|
| 3867 | texCam->setPosition(pos);
|
---|
| 3868 |
|
---|
| 3869 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 3870 | shadowTex->getViewport(0)->setBackgroundColour(ColourValue::White);
|
---|
| 3871 |
|
---|
| 3872 | // Update target
|
---|
| 3873 | shadowTex->update();
|
---|
| 3874 |
|
---|
| 3875 | ++si;
|
---|
| 3876 | }
|
---|
| 3877 | // Spotlight
|
---|
| 3878 | else if (light->getType() == Light::LT_SPOTLIGHT)
|
---|
| 3879 | {
|
---|
| 3880 |
|
---|
| 3881 | // set up the shadow texture
|
---|
| 3882 | Camera* texCam = shadowTex->getViewport(0)->getCamera();
|
---|
| 3883 | // Set perspective projection
|
---|
| 3884 | texCam->setProjectionType(PT_PERSPECTIVE);
|
---|
| 3885 | // set FOV slightly larger than the spotlight range to ensure coverage
|
---|
| 3886 | texCam->setFOVy(light->getSpotlightOuterAngle()*1.2);
|
---|
| 3887 | texCam->setPosition(light->getDerivedPosition());
|
---|
| 3888 | texCam->setDirection(light->getDerivedDirection());
|
---|
| 3889 | // set near clip the same as main camera, since they are likely
|
---|
| 3890 | // to both reflect the nature of the scene
|
---|
| 3891 | texCam->setNearClipDistance(cam->getNearClipDistance());
|
---|
| 3892 |
|
---|
| 3893 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 3894 | shadowTex->getViewport(0)->setBackgroundColour(ColourValue::White);
|
---|
| 3895 |
|
---|
| 3896 | // Update target
|
---|
| 3897 | shadowTex->update();
|
---|
| 3898 |
|
---|
| 3899 | ++si;
|
---|
| 3900 | }
|
---|
| 3901 | }
|
---|
| 3902 | // Set the illumination stage, prevents recursive calls
|
---|
| 3903 | mIlluminationStage = savedStage;
|
---|
| 3904 | }
|
---|
| 3905 | //---------------------------------------------------------------------
|
---|
| 3906 | StaticGeometry* SceneManager::createStaticGeometry(const String& name)
|
---|
| 3907 | {
|
---|
| 3908 | // Check not existing
|
---|
| 3909 | if (mStaticGeometryList.find(name) != mStaticGeometryList.end())
|
---|
| 3910 | {
|
---|
| 3911 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
| 3912 | "StaticGeometry with name '" + name + "' already exists!",
|
---|
| 3913 | "SceneManager::createStaticGeometry");
|
---|
| 3914 | }
|
---|
| 3915 | StaticGeometry* ret = new StaticGeometry(this, name);
|
---|
| 3916 | mStaticGeometryList[name] = ret;
|
---|
| 3917 | return ret;
|
---|
| 3918 | }
|
---|
| 3919 | //---------------------------------------------------------------------
|
---|
| 3920 | StaticGeometry* SceneManager::getStaticGeometry(const String& name) const
|
---|
| 3921 | {
|
---|
| 3922 | StaticGeometryList::const_iterator i = mStaticGeometryList.find(name);
|
---|
| 3923 | if (i == mStaticGeometryList.end())
|
---|
| 3924 | {
|
---|
| 3925 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 3926 | "StaticGeometry with name '" + name + "' not found",
|
---|
| 3927 | "SceneManager::createStaticGeometry");
|
---|
| 3928 | }
|
---|
| 3929 | return i->second;
|
---|
| 3930 | }
|
---|
| 3931 | //---------------------------------------------------------------------
|
---|
| 3932 | void SceneManager::removeStaticGeometry(StaticGeometry* geom)
|
---|
| 3933 | {
|
---|
| 3934 | removeStaticGeometry(geom->getName());
|
---|
| 3935 | }
|
---|
| 3936 | //---------------------------------------------------------------------
|
---|
| 3937 | void SceneManager::removeStaticGeometry(const String& name)
|
---|
| 3938 | {
|
---|
| 3939 | StaticGeometryList::iterator i = mStaticGeometryList.find(name);
|
---|
| 3940 | if (i != mStaticGeometryList.end())
|
---|
| 3941 | {
|
---|
| 3942 | delete i->second;
|
---|
| 3943 | mStaticGeometryList.erase(i);
|
---|
| 3944 | }
|
---|
| 3945 |
|
---|
| 3946 | }
|
---|
| 3947 | //---------------------------------------------------------------------
|
---|
| 3948 | void SceneManager::removeAllStaticGeometry(void)
|
---|
| 3949 | {
|
---|
| 3950 | StaticGeometryList::iterator i, iend;
|
---|
| 3951 | iend = mStaticGeometryList.end();
|
---|
| 3952 | for (i = mStaticGeometryList.begin(); i != iend; ++i)
|
---|
| 3953 | {
|
---|
| 3954 | delete i->second;
|
---|
| 3955 | }
|
---|
| 3956 | mStaticGeometryList.clear();
|
---|
| 3957 | }
|
---|
| 3958 | //---------------------------------------------------------------------
|
---|
| 3959 | AxisAlignedBoxSceneQuery*
|
---|
| 3960 | SceneManager::createAABBQuery(const AxisAlignedBox& box, unsigned long mask)
|
---|
| 3961 | {
|
---|
| 3962 | DefaultAxisAlignedBoxSceneQuery* q = new DefaultAxisAlignedBoxSceneQuery(this);
|
---|
| 3963 | q->setBox(box);
|
---|
| 3964 | q->setQueryMask(mask);
|
---|
| 3965 | return q;
|
---|
| 3966 | }
|
---|
| 3967 | //---------------------------------------------------------------------
|
---|
| 3968 | SphereSceneQuery*
|
---|
| 3969 | SceneManager::createSphereQuery(const Sphere& sphere, unsigned long mask)
|
---|
| 3970 | {
|
---|
| 3971 | DefaultSphereSceneQuery* q = new DefaultSphereSceneQuery(this);
|
---|
| 3972 | q->setSphere(sphere);
|
---|
| 3973 | q->setQueryMask(mask);
|
---|
| 3974 | return q;
|
---|
| 3975 | }
|
---|
| 3976 | //---------------------------------------------------------------------
|
---|
| 3977 | PlaneBoundedVolumeListSceneQuery*
|
---|
| 3978 | SceneManager::createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes,
|
---|
| 3979 | unsigned long mask)
|
---|
| 3980 | {
|
---|
| 3981 | DefaultPlaneBoundedVolumeListSceneQuery* q = new DefaultPlaneBoundedVolumeListSceneQuery(this);
|
---|
| 3982 | q->setVolumes(volumes);
|
---|
| 3983 | q->setQueryMask(mask);
|
---|
| 3984 | return q;
|
---|
| 3985 | }
|
---|
| 3986 |
|
---|
| 3987 | //---------------------------------------------------------------------
|
---|
| 3988 | RaySceneQuery*
|
---|
| 3989 | SceneManager::createRayQuery(const Ray& ray, unsigned long mask)
|
---|
| 3990 | {
|
---|
| 3991 | DefaultRaySceneQuery* q = new DefaultRaySceneQuery(this);
|
---|
| 3992 | q->setRay(ray);
|
---|
| 3993 | q->setQueryMask(mask);
|
---|
| 3994 | return q;
|
---|
| 3995 | }
|
---|
| 3996 | //---------------------------------------------------------------------
|
---|
| 3997 | IntersectionSceneQuery*
|
---|
| 3998 | SceneManager::createIntersectionQuery(unsigned long mask)
|
---|
| 3999 | {
|
---|
| 4000 |
|
---|
| 4001 | DefaultIntersectionSceneQuery* q = new DefaultIntersectionSceneQuery(this);
|
---|
| 4002 | q->setQueryMask(mask);
|
---|
| 4003 | return q;
|
---|
| 4004 | }
|
---|
| 4005 | //---------------------------------------------------------------------
|
---|
| 4006 | void SceneManager::destroyQuery(SceneQuery* query)
|
---|
| 4007 | {
|
---|
| 4008 | delete query;
|
---|
| 4009 | }
|
---|
| 4010 | //---------------------------------------------------------------------
|
---|
| 4011 | DefaultIntersectionSceneQuery::DefaultIntersectionSceneQuery(SceneManager* creator)
|
---|
| 4012 | : IntersectionSceneQuery(creator)
|
---|
| 4013 | {
|
---|
| 4014 | // No world geometry results supported
|
---|
| 4015 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4016 | }
|
---|
| 4017 | //---------------------------------------------------------------------
|
---|
| 4018 | DefaultIntersectionSceneQuery::~DefaultIntersectionSceneQuery()
|
---|
| 4019 | {
|
---|
| 4020 | }
|
---|
| 4021 | //---------------------------------------------------------------------
|
---|
| 4022 | void DefaultIntersectionSceneQuery::execute(IntersectionSceneQueryListener* listener)
|
---|
| 4023 | {
|
---|
| 4024 | // Entities only for now
|
---|
| 4025 | SceneManager::EntityList::const_iterator a, b, theEnd;
|
---|
| 4026 | theEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4027 | int numEntities;
|
---|
| 4028 | // Loop a from first to last-1
|
---|
| 4029 | a = mParentSceneMgr->mEntities.begin();
|
---|
| 4030 | numEntities = (uint)mParentSceneMgr->mEntities.size();
|
---|
| 4031 | for (int i = 0; i < (numEntities - 1); ++i, ++a)
|
---|
| 4032 | {
|
---|
| 4033 | // Skip if a does not pass the mask
|
---|
| 4034 | if (!(a->second->getQueryFlags() & mQueryMask) ||
|
---|
| 4035 | !a->second->isInScene())
|
---|
| 4036 | continue;
|
---|
| 4037 |
|
---|
| 4038 | // Loop b from a+1 to last
|
---|
| 4039 | b = a;
|
---|
| 4040 | for (++b; b != theEnd; ++b)
|
---|
| 4041 | {
|
---|
| 4042 | // Apply mask to b (both must pass)
|
---|
| 4043 | if ((b->second->getQueryFlags() & mQueryMask) && b->second->isInScene())
|
---|
| 4044 | {
|
---|
| 4045 | const AxisAlignedBox& box1 = a->second->getWorldBoundingBox();
|
---|
| 4046 | const AxisAlignedBox& box2 = b->second->getWorldBoundingBox();
|
---|
| 4047 |
|
---|
| 4048 | if (box1.intersects(box2))
|
---|
| 4049 | {
|
---|
| 4050 | if (!listener->queryResult(a->second, b->second)) return;
|
---|
| 4051 | }
|
---|
| 4052 | }
|
---|
| 4053 |
|
---|
| 4054 | }
|
---|
| 4055 | }
|
---|
| 4056 | }
|
---|
| 4057 | //---------------------------------------------------------------------
|
---|
| 4058 | DefaultAxisAlignedBoxSceneQuery::
|
---|
| 4059 | DefaultAxisAlignedBoxSceneQuery(SceneManager* creator)
|
---|
| 4060 | : AxisAlignedBoxSceneQuery(creator)
|
---|
| 4061 | {
|
---|
| 4062 | // No world geometry results supported
|
---|
| 4063 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4064 | }
|
---|
| 4065 | //---------------------------------------------------------------------
|
---|
| 4066 | DefaultAxisAlignedBoxSceneQuery::~DefaultAxisAlignedBoxSceneQuery()
|
---|
| 4067 | {
|
---|
| 4068 | }
|
---|
| 4069 | //---------------------------------------------------------------------
|
---|
| 4070 | void DefaultAxisAlignedBoxSceneQuery::execute(SceneQueryListener* listener)
|
---|
| 4071 | {
|
---|
| 4072 | // Entities only for now
|
---|
| 4073 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4074 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4075 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4076 | {
|
---|
| 4077 | if ((i->second->getQueryFlags() & mQueryMask) &&
|
---|
| 4078 | i->second->isInScene() &&
|
---|
| 4079 | mAABB.intersects(i->second->getWorldBoundingBox()))
|
---|
| 4080 | {
|
---|
| 4081 | if (!listener->queryResult(i->second)) return;
|
---|
| 4082 | }
|
---|
| 4083 | }
|
---|
| 4084 | }
|
---|
| 4085 | //---------------------------------------------------------------------
|
---|
| 4086 | DefaultRaySceneQuery::
|
---|
| 4087 | DefaultRaySceneQuery(SceneManager* creator) : RaySceneQuery(creator)
|
---|
| 4088 | {
|
---|
| 4089 | // No world geometry results supported
|
---|
| 4090 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4091 | }
|
---|
| 4092 | //---------------------------------------------------------------------
|
---|
| 4093 | DefaultRaySceneQuery::~DefaultRaySceneQuery()
|
---|
| 4094 | {
|
---|
| 4095 | }
|
---|
| 4096 | //---------------------------------------------------------------------
|
---|
| 4097 | void DefaultRaySceneQuery::execute(RaySceneQueryListener* listener)
|
---|
| 4098 | {
|
---|
| 4099 | // Note that becuase we have no scene partitioning, we actually
|
---|
| 4100 | // perform a complete scene search even if restricted results are
|
---|
| 4101 | // requested; smarter scene manager queries can utilise the paritioning
|
---|
| 4102 | // of the scene in order to reduce the number of intersection tests
|
---|
| 4103 | // required to fulfil the query
|
---|
| 4104 |
|
---|
| 4105 | // TODO: BillboardSets? Will need per-billboard collision most likely
|
---|
| 4106 | // Entities only for now
|
---|
| 4107 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4108 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4109 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4110 | {
|
---|
| 4111 | if( (i->second->getQueryFlags() & mQueryMask) &&
|
---|
| 4112 | i->second->isInScene())
|
---|
| 4113 | {
|
---|
| 4114 | // Do ray / box test
|
---|
| 4115 | std::pair<bool, Real> result =
|
---|
| 4116 | mRay.intersects(i->second->getWorldBoundingBox());
|
---|
| 4117 |
|
---|
| 4118 | if (result.first)
|
---|
| 4119 | {
|
---|
| 4120 | if (!listener->queryResult(i->second, result.second)) return;
|
---|
| 4121 | }
|
---|
| 4122 | }
|
---|
| 4123 | }
|
---|
| 4124 |
|
---|
| 4125 | }
|
---|
| 4126 | //---------------------------------------------------------------------
|
---|
| 4127 | DefaultSphereSceneQuery::
|
---|
| 4128 | DefaultSphereSceneQuery(SceneManager* creator) : SphereSceneQuery(creator)
|
---|
| 4129 | {
|
---|
| 4130 | // No world geometry results supported
|
---|
| 4131 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4132 | }
|
---|
| 4133 | //---------------------------------------------------------------------
|
---|
| 4134 | DefaultSphereSceneQuery::~DefaultSphereSceneQuery()
|
---|
| 4135 | {
|
---|
| 4136 | }
|
---|
| 4137 | //---------------------------------------------------------------------
|
---|
| 4138 | void DefaultSphereSceneQuery::execute(SceneQueryListener* listener)
|
---|
| 4139 | {
|
---|
| 4140 | // TODO: BillboardSets? Will need per-billboard collision most likely
|
---|
| 4141 | // Entities only for now
|
---|
| 4142 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4143 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4144 | Sphere testSphere;
|
---|
| 4145 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4146 | {
|
---|
| 4147 | // Skip unattached
|
---|
| 4148 | if (!i->second->isInScene() ||
|
---|
| 4149 | !(i->second->getQueryFlags() & mQueryMask))
|
---|
| 4150 | continue;
|
---|
| 4151 |
|
---|
| 4152 | // Do sphere / sphere test
|
---|
| 4153 | testSphere.setCenter(i->second->getParentNode()->_getDerivedPosition());
|
---|
| 4154 | testSphere.setRadius(i->second->getBoundingRadius());
|
---|
| 4155 | if (mSphere.intersects(testSphere))
|
---|
| 4156 | {
|
---|
| 4157 | if (!listener->queryResult(i->second)) return;
|
---|
| 4158 | }
|
---|
| 4159 | }
|
---|
| 4160 | }
|
---|
| 4161 | //---------------------------------------------------------------------
|
---|
| 4162 | DefaultPlaneBoundedVolumeListSceneQuery::
|
---|
| 4163 | DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator)
|
---|
| 4164 | : PlaneBoundedVolumeListSceneQuery(creator)
|
---|
| 4165 | {
|
---|
| 4166 | // No world geometry results supported
|
---|
| 4167 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4168 | }
|
---|
| 4169 | //---------------------------------------------------------------------
|
---|
| 4170 | DefaultPlaneBoundedVolumeListSceneQuery::~DefaultPlaneBoundedVolumeListSceneQuery()
|
---|
| 4171 | {
|
---|
| 4172 | }
|
---|
| 4173 | //---------------------------------------------------------------------
|
---|
| 4174 | void DefaultPlaneBoundedVolumeListSceneQuery::execute(SceneQueryListener* listener)
|
---|
| 4175 | {
|
---|
| 4176 | // Entities only for now
|
---|
| 4177 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4178 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4179 | Sphere testSphere;
|
---|
| 4180 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4181 | {
|
---|
| 4182 | PlaneBoundedVolumeList::iterator pi, piend;
|
---|
| 4183 | piend = mVolumes.end();
|
---|
| 4184 | for (pi = mVolumes.begin(); pi != piend; ++pi)
|
---|
| 4185 | {
|
---|
| 4186 | PlaneBoundedVolume& vol = *pi;
|
---|
| 4187 | // Do AABB / plane volume test
|
---|
| 4188 | if ((i->second->getQueryFlags() & mQueryMask) &&
|
---|
| 4189 | i->second->isInScene() &&
|
---|
| 4190 | vol.intersects(i->second->getWorldBoundingBox()))
|
---|
| 4191 | {
|
---|
| 4192 | if (!listener->queryResult(i->second)) return;
|
---|
| 4193 | break;
|
---|
| 4194 | }
|
---|
| 4195 | }
|
---|
| 4196 | }
|
---|
| 4197 | }
|
---|
| 4198 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 4199 | //-----------------------------------------------------------------------
|
---|
| 4200 | void SceneManager::_renderSceneNode(Camera *cam, SceneNode *node, bool leaveTransparentsInQueue)
|
---|
| 4201 | {
|
---|
| 4202 | node->_findVisibleObjects(cam, getRenderQueue(), false, mDisplayNodes, false);
|
---|
| 4203 | SceneManager::_renderVisibleObjects();
|
---|
| 4204 |
|
---|
| 4205 | // delete all rendered objects from renderqueue
|
---|
| 4206 | _deleteRenderedQueueGroups(leaveTransparentsInQueue);
|
---|
| 4207 | }
|
---|
| 4208 | //-----------------------------------------------------------------------
|
---|
| 4209 | void SceneManager::_deleteRenderedQueueGroups(bool leaveTransparentsInQueue)
|
---|
| 4210 | {
|
---|
| 4211 | RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator();
|
---|
| 4212 |
|
---|
| 4213 | // find currently processed queue groups and delelete them from render queue
|
---|
| 4214 | while (queueIt.hasMoreElements())
|
---|
| 4215 | {
|
---|
| 4216 | RenderQueueGroupID qId = queueIt.peekNextKey();
|
---|
| 4217 | RenderQueueGroup* pGroup = queueIt.getNext();
|
---|
| 4218 |
|
---|
| 4219 | if (isRenderQueueToBeProcessed(qId))
|
---|
| 4220 | {
|
---|
| 4221 | if (leaveTransparentsInQueue)
|
---|
| 4222 | {
|
---|
| 4223 | pGroup->clearSolids();
|
---|
| 4224 | }
|
---|
| 4225 | else
|
---|
| 4226 | {
|
---|
| 4227 | pGroup->clear();
|
---|
| 4228 | }
|
---|
| 4229 | }
|
---|
| 4230 | }
|
---|
[61] | 4231 |
|
---|
| 4232 | // Now trigger the pending pass updates
|
---|
[131] | 4233 | // Pass::processPendingPassUpdates();
|
---|
| 4234 | }
|
---|
| 4235 | //-----------------------------------------------------------------------
|
---|
| 4236 | /*void SceneManager::renderEntity(Entity *ent)
|
---|
| 4237 | {
|
---|
| 4238 | int n = (int)ent->getNumSubEntities();
|
---|
| 4239 |
|
---|
| 4240 | for (int i = 0; i < n; ++i)
|
---|
| 4241 | {
|
---|
| 4242 | Pass *pass = setPass(ent->getSubEntity(i)->getTechnique()->getPass(0));
|
---|
| 4243 |
|
---|
| 4244 | _renderSingleObject(ent->getSubEntity(i), pass, false);
|
---|
| 4245 | }
|
---|
| 4246 | }*/
|
---|
| 4247 | //-----------------------------------------------------------------------
|
---|
| 4248 | void SceneManager::_renderMovableObject(MovableObject *mov, const bool leaveTransparentsInQueue)
|
---|
| 4249 | {
|
---|
| 4250 | mov->_updateRenderQueue(getRenderQueue());
|
---|
| 4251 | SceneManager::_renderVisibleObjects();
|
---|
| 4252 |
|
---|
| 4253 | // delete rendered objects from renderqueue
|
---|
| 4254 | //TODO: should be first
|
---|
| 4255 | _deleteRenderedQueueGroups(leaveTransparentsInQueue);
|
---|
| 4256 | }
|
---|
| 4257 | #endif //GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 4258 | }
|
---|