[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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[193] | 132 | Root *root = Root::getSingletonPtr();
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| 133 | if (root)
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| 134 | _setDestinationRenderSystem(root->getRenderSystem());
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[131] | 135 | }
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| 136 | //-----------------------------------------------------------------------
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| 137 | SceneManager::~SceneManager()
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| 138 | {
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| 139 | clearScene();
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| 140 | removeAllCameras();
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| 141 | delete mShadowCasterQueryListener;
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| 142 | delete mSceneRoot;
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| 143 | delete mFullScreenQuad;
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| 144 | delete mShadowCasterSphereQuery;
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| 145 | delete mShadowCasterAABBQuery;
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| 146 | delete mRenderQueue;
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| 147 | }
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| 148 | //-----------------------------------------------------------------------
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| 149 | RenderQueue* SceneManager::getRenderQueue(void)
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| 150 | {
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| 151 | if (!mRenderQueue)
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| 152 | {
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| 153 | initRenderQueue();
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| 154 | }
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| 155 | return mRenderQueue;
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| 156 | }
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| 157 | //-----------------------------------------------------------------------
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| 158 | void SceneManager::initRenderQueue(void)
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| 159 | {
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| 160 | mRenderQueue = new RenderQueue();
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| 161 | // init render queues that do not need shadows
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| 162 | mRenderQueue->getQueueGroup(RENDER_QUEUE_BACKGROUND)->setShadowsEnabled(false);
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| 163 | mRenderQueue->getQueueGroup(RENDER_QUEUE_OVERLAY)->setShadowsEnabled(false);
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| 164 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_EARLY)->setShadowsEnabled(false);
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| 165 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_LATE)->setShadowsEnabled(false);
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| 166 | }
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| 167 | //-----------------------------------------------------------------------
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| 168 | void SceneManager::addSpecialCaseRenderQueue(RenderQueueGroupID qid)
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| 169 | {
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| 170 | mSpecialCaseQueueList.insert(qid);
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| 171 | }
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| 172 | //-----------------------------------------------------------------------
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| 173 | void SceneManager::removeSpecialCaseRenderQueue(RenderQueueGroupID qid)
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| 174 | {
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| 175 | mSpecialCaseQueueList.erase(qid);
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| 176 | }
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| 177 | //-----------------------------------------------------------------------
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| 178 | void SceneManager::clearSpecialCaseRenderQueues(void)
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| 179 | {
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| 180 | mSpecialCaseQueueList.clear();
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| 181 | }
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| 182 | //-----------------------------------------------------------------------
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| 183 | void SceneManager::setSpecialCaseRenderQueueMode(SceneManager::SpecialCaseRenderQueueMode mode)
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| 184 | {
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| 185 | mSpecialCaseQueueMode = mode;
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| 186 | }
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| 187 | //-----------------------------------------------------------------------
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| 188 | SceneManager::SpecialCaseRenderQueueMode SceneManager::getSpecialCaseRenderQueueMode(void)
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| 189 | {
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| 190 | return mSpecialCaseQueueMode;
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| 191 | }
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| 192 | //-----------------------------------------------------------------------
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| 193 | bool SceneManager::isRenderQueueToBeProcessed(RenderQueueGroupID qid)
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| 194 | {
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| 195 | bool inList = mSpecialCaseQueueList.find(qid) != mSpecialCaseQueueList.end();
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| 196 | return (inList && mSpecialCaseQueueMode == SCRQM_INCLUDE)
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| 197 | || (!inList && mSpecialCaseQueueMode == SCRQM_EXCLUDE);
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| 198 | }
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| 199 | //-----------------------------------------------------------------------
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| 200 | void SceneManager::setWorldGeometryRenderQueue(RenderQueueGroupID qid)
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| 201 | {
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| 202 | mWorldGeometryRenderQueue = qid;
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| 203 | }
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| 204 | //-----------------------------------------------------------------------
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| 205 | RenderQueueGroupID SceneManager::getWorldGeometryRenderQueue(void)
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| 206 | {
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| 207 | return mWorldGeometryRenderQueue;
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| 208 | }
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| 209 | //-----------------------------------------------------------------------
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| 210 | Camera* SceneManager::createCamera(const String& name)
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| 211 | {
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| 212 | // Check name not used
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| 213 | if (mCameras.find(name) != mCameras.end())
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| 214 | {
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| 215 | OGRE_EXCEPT(
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| 216 | Exception::ERR_DUPLICATE_ITEM,
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| 217 | "A camera with the name " + name + " already exists",
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| 218 | "SceneManager::createCamera" );
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| 219 | }
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| 220 |
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| 221 | Camera *c = new Camera(name, this);
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| 222 | mCameras.insert(CameraList::value_type(name, c));
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| 223 |
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| 224 |
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| 225 | return c;
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| 226 | }
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| 227 |
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| 228 | //-----------------------------------------------------------------------
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| 229 | Camera* SceneManager::getCamera(const String& name)
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| 230 | {
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| 231 | CameraList::iterator i = mCameras.find(name);
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| 232 | if (i == mCameras.end())
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| 233 | {
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| 234 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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| 235 | "Cannot find Camera with name " + name,
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| 236 | "SceneManager::getCamera");
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| 237 | }
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| 238 | else
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| 239 | {
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| 240 | return i->second;
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| 241 | }
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| 242 | }
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| 243 |
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| 244 | //-----------------------------------------------------------------------
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| 245 | void SceneManager::removeCamera(Camera *cam)
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| 246 | {
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| 247 | // Find in list
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| 248 | CameraList::iterator i = mCameras.begin();
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| 249 | for (; i != mCameras.end(); ++i)
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| 250 | {
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| 251 | if (i->second == cam)
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| 252 | {
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| 253 | mCameras.erase(i);
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| 254 | // notify render targets
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| 255 | mDestRenderSystem->_notifyCameraRemoved(cam);
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| 256 | delete cam;
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| 257 | break;
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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 |
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| 263 | //-----------------------------------------------------------------------
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| 264 | void SceneManager::removeCamera(const String& name)
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| 265 | {
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| 266 | // Find in list
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| 267 | CameraList::iterator i = mCameras.find(name);
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| 268 | if (i != mCameras.end())
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| 269 | {
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| 270 | // Notify render system
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| 271 | mDestRenderSystem->_notifyCameraRemoved(i->second);
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| 272 | delete i->second;
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| 273 | mCameras.erase(i);
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| 274 | }
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| 275 |
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| 276 | }
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| 277 |
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| 278 | //-----------------------------------------------------------------------
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| 279 | void SceneManager::removeAllCameras(void)
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| 280 | {
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| 281 |
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| 282 | CameraList::iterator i = mCameras.begin();
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| 283 | for (; i != mCameras.end(); ++i)
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| 284 | {
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| 285 | // Notify render system
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| 286 | mDestRenderSystem->_notifyCameraRemoved(i->second);
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| 287 | delete i->second;
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| 288 | }
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| 289 | mCameras.clear();
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| 290 | }
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| 291 |
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| 292 | //-----------------------------------------------------------------------
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| 293 | Light* SceneManager::createLight(const String& name)
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| 294 | {
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| 295 | // Check name not used
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| 296 | if (mLights.find(name) != mLights.end())
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| 297 | {
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| 298 | OGRE_EXCEPT(
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| 299 | Exception::ERR_DUPLICATE_ITEM,
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| 300 | "A light with the name " + name + " already exists",
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| 301 | "SceneManager::createLight" );
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| 302 | }
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| 303 |
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| 304 | Light *l = new Light(name);
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| 305 | mLights.insert(SceneLightList::value_type(name, l));
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| 306 | return l;
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| 307 | }
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| 308 |
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| 309 | //-----------------------------------------------------------------------
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| 310 | Light* SceneManager::getLight(const String& name)
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| 311 | {
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| 312 | SceneLightList::iterator i = mLights.find(name);
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| 313 | if (i == mLights.end())
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| 314 | {
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| 315 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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| 316 | "Cannot find Light with name " + name,
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| 317 | "SceneManager::getLight");
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| 318 | }
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| 319 | else
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| 320 | {
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| 321 | return i->second;
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| 322 | }
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| 323 | }
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| 324 |
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| 325 | //-----------------------------------------------------------------------
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| 326 | void SceneManager::removeLight(Light *l)
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| 327 | {
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| 328 | // Find in list
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| 329 | SceneLightList::iterator i = mLights.begin();
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| 330 | for (; i != mLights.end(); ++i)
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| 331 | {
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| 332 | if (i->second == l)
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| 333 | {
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| 334 | mLights.erase(i);
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| 335 | delete l;
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| 336 | break;
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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 |
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| 342 | //-----------------------------------------------------------------------
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| 343 | void SceneManager::removeLight(const String& name)
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| 344 | {
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| 345 | // Find in list
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| 346 | SceneLightList::iterator i = mLights.find(name);
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| 347 | if (i != mLights.end())
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| 348 | {
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| 349 | delete i->second;
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| 350 | mLights.erase(i);
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| 351 | }
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| 352 |
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| 353 | }
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| 354 |
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| 355 | //-----------------------------------------------------------------------
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| 356 | void SceneManager::removeAllLights(void)
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| 357 | {
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| 358 |
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| 359 | SceneLightList::iterator i = mLights.begin();
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| 360 | for (; i != mLights.end(); ++i)
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| 361 | {
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| 362 | delete i->second;
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| 363 | }
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| 364 | mLights.clear();
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| 365 | }
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| 366 | //-----------------------------------------------------------------------
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| 367 | bool SceneManager::lightLess::operator()(const Light* a, const Light* b) const
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| 368 | {
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| 369 | return a->tempSquareDist < b->tempSquareDist;
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| 370 | }
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| 371 | //-----------------------------------------------------------------------
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| 372 | void SceneManager::_populateLightList(const Vector3& position, Real radius, LightList& destList)
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| 373 | {
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| 374 | // Really basic trawl of the lights, then sort
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| 375 | // Subclasses could do something smarter
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| 376 | destList.clear();
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| 377 | Real squaredRadius = radius * radius;
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| 378 |
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| 379 | SceneLightList::iterator i, iend;
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| 380 | iend = mLights.end();
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| 381 | for (i = mLights.begin(); i != iend; ++i)
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| 382 | {
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| 383 | Light* lt = i->second;
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| 384 | if (lt->isVisible())
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| 385 | {
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| 386 | if (lt->getType() == Light::LT_DIRECTIONAL)
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| 387 | {
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| 388 | // No distance
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| 389 | lt->tempSquareDist = 0.0f;
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| 390 | destList.push_back(lt);
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| 391 | }
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| 392 | else
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| 393 | {
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| 394 | // Calc squared distance
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| 395 | lt->tempSquareDist = (lt->getDerivedPosition() - position).squaredLength();
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| 396 | // only add in-range lights
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| 397 | Real range = lt->getAttenuationRange();
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[193] | 398 | if ((lt->tempSquareDist - squaredRadius) <= (range * range))
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[131] | 399 | {
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| 400 | destList.push_back(lt);
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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 |
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[193] | 406 | // Sort (stable to guarantee ordering on directional lights)
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| 407 | std::stable_sort(destList.begin(), destList.end(), lightLess());
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[131] | 408 |
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| 409 |
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| 410 | }
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| 411 | //-----------------------------------------------------------------------
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| 412 | Entity* SceneManager::createEntity(const String& entityName, PrefabType ptype)
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| 413 | {
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| 414 | switch (ptype)
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| 415 | {
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| 416 | case PT_PLANE:
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| 417 | return createEntity(entityName, "Prefab_Plane");
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| 418 |
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| 419 | break;
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| 420 | }
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| 421 |
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| 422 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
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| 423 | "Unknown prefab type for entity " + entityName,
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| 424 | "SceneManager::createEntity");
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| 425 | }
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| 426 |
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| 427 | //-----------------------------------------------------------------------
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| 428 | Entity* SceneManager::createEntity(
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| 429 | const String& entityName,
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| 430 | const String& meshName )
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| 431 | {
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| 432 | // Check name not used
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| 433 | EntityList::iterator it = mEntities.find( entityName );
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| 434 | if( it != mEntities.end() )
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| 435 | {
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| 436 | OGRE_EXCEPT(
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| 437 | Exception::ERR_DUPLICATE_ITEM,
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| 438 | "An entity with the name " + entityName + " already exists",
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| 439 | "SceneManager::createEntity" );
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| 440 | }
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| 441 |
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| 442 | // Get mesh (load if required)
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| 443 | MeshPtr pMesh = MeshManager::getSingleton().load(
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| 444 | meshName,
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| 445 | // note that you can change the group by pre-loading the mesh
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| 446 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
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| 447 |
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| 448 | // Create entity
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| 449 | Entity* e = new Entity( entityName, pMesh, this );
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| 450 |
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| 451 | // Add to internal list
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| 452 | mEntities[entityName] = e; //.insert(EntityList::value_type(entityName, e));
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| 453 |
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| 454 | return e;
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| 455 | }
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| 456 |
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| 457 | //-----------------------------------------------------------------------
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| 458 | Entity* SceneManager::getEntity(const String& name)
|
---|
| 459 | {
|
---|
| 460 | EntityList::iterator i = mEntities.find(name);
|
---|
| 461 | if (i == mEntities.end())
|
---|
| 462 | {
|
---|
| 463 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 464 | "Cannot find Entity with name " + name,
|
---|
| 465 | "SceneManager::getEntity");
|
---|
| 466 | }
|
---|
| 467 | else
|
---|
| 468 | {
|
---|
| 469 | return i->second;
|
---|
| 470 | }
|
---|
| 471 | }
|
---|
| 472 |
|
---|
| 473 | //-----------------------------------------------------------------------
|
---|
| 474 | void SceneManager::removeEntity(Entity *cam)
|
---|
| 475 | {
|
---|
| 476 | // Find in list
|
---|
| 477 | EntityList::iterator i = mEntities.begin();
|
---|
| 478 | for (; i != mEntities.end(); ++i)
|
---|
| 479 | {
|
---|
| 480 | if (i->second == cam)
|
---|
| 481 | {
|
---|
| 482 | mEntities.erase(i);
|
---|
| 483 | delete cam;
|
---|
| 484 | break;
|
---|
| 485 | }
|
---|
| 486 | }
|
---|
| 487 |
|
---|
| 488 | }
|
---|
| 489 |
|
---|
| 490 | //-----------------------------------------------------------------------
|
---|
| 491 | void SceneManager::removeEntity(const String& name)
|
---|
| 492 | {
|
---|
| 493 | // Find in list
|
---|
| 494 | EntityList::iterator i = mEntities.find(name);
|
---|
| 495 | if (i != mEntities.end())
|
---|
| 496 | {
|
---|
| 497 | delete i->second;
|
---|
| 498 | mEntities.erase(i);
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 | }
|
---|
| 502 |
|
---|
| 503 | //-----------------------------------------------------------------------
|
---|
| 504 | void SceneManager::removeAllEntities(void)
|
---|
| 505 | {
|
---|
| 506 |
|
---|
| 507 | EntityList::iterator i = mEntities.begin();
|
---|
| 508 | for (; i != mEntities.end(); ++i)
|
---|
| 509 | {
|
---|
| 510 | delete i->second;
|
---|
| 511 | }
|
---|
| 512 | mEntities.clear();
|
---|
| 513 | }
|
---|
| 514 |
|
---|
| 515 | //-----------------------------------------------------------------------
|
---|
| 516 | void SceneManager::removeAllBillboardSets(void)
|
---|
| 517 | {
|
---|
| 518 | // Delete all BillboardSets
|
---|
| 519 | for (BillboardSetList::iterator bi = mBillboardSets.begin();
|
---|
| 520 | bi != mBillboardSets.end(); ++bi)
|
---|
| 521 | {
|
---|
| 522 | delete bi->second;
|
---|
| 523 | }
|
---|
| 524 | mBillboardSets.clear();
|
---|
| 525 | }
|
---|
| 526 | //-----------------------------------------------------------------------
|
---|
| 527 | void SceneManager::clearScene(void)
|
---|
| 528 | {
|
---|
| 529 | removeAllStaticGeometry();
|
---|
[193] | 530 | removeAllEntities();
|
---|
| 531 | removeAllBillboardSets();
|
---|
| 532 | removeAllLights();
|
---|
| 533 |
|
---|
| 534 | // Clear root node of all children
|
---|
| 535 | mSceneRoot->removeAllChildren();
|
---|
| 536 | mSceneRoot->detachAllObjects();
|
---|
| 537 |
|
---|
[131] | 538 | // Delete all SceneNodes, except root that is
|
---|
| 539 | for (SceneNodeList::iterator i = mSceneNodes.begin();
|
---|
| 540 | i != mSceneNodes.end(); ++i)
|
---|
| 541 | {
|
---|
| 542 | delete i->second;
|
---|
| 543 | }
|
---|
| 544 | mSceneNodes.clear();
|
---|
| 545 | mAutoTrackingSceneNodes.clear();
|
---|
| 546 |
|
---|
| 547 |
|
---|
| 548 |
|
---|
| 549 | // Clear animations
|
---|
| 550 | destroyAllAnimations();
|
---|
| 551 |
|
---|
| 552 | // Remove sky nodes since they've been deleted
|
---|
| 553 | mSkyBoxNode = mSkyPlaneNode = mSkyDomeNode = 0;
|
---|
| 554 | mSkyBoxEnabled = mSkyPlaneEnabled = mSkyDomeEnabled = false;
|
---|
| 555 |
|
---|
| 556 | }
|
---|
| 557 | //-----------------------------------------------------------------------
|
---|
| 558 | SceneNode* SceneManager::createSceneNode(void)
|
---|
| 559 | {
|
---|
| 560 | SceneNode* sn = new SceneNode(this);
|
---|
| 561 | assert(mSceneNodes.find(sn->getName()) == mSceneNodes.end());
|
---|
| 562 | mSceneNodes[sn->getName()] = sn;
|
---|
| 563 | return sn;
|
---|
| 564 | }
|
---|
| 565 | //-----------------------------------------------------------------------
|
---|
| 566 | SceneNode* SceneManager::createSceneNode(const String& name)
|
---|
| 567 | {
|
---|
| 568 | // Check name not used
|
---|
| 569 | if (mSceneNodes.find(name) != mSceneNodes.end())
|
---|
| 570 | {
|
---|
| 571 | OGRE_EXCEPT(
|
---|
| 572 | Exception::ERR_DUPLICATE_ITEM,
|
---|
| 573 | "A scene node with the name " + name + " already exists",
|
---|
| 574 | "SceneManager::createSceneNode" );
|
---|
| 575 | }
|
---|
| 576 |
|
---|
| 577 | SceneNode* sn = new SceneNode(this, name);
|
---|
| 578 | mSceneNodes[sn->getName()] = sn;
|
---|
| 579 | return sn;
|
---|
| 580 | }
|
---|
| 581 | //-----------------------------------------------------------------------
|
---|
| 582 | void SceneManager::destroySceneNode(const String& name)
|
---|
| 583 | {
|
---|
| 584 | SceneNodeList::iterator i = mSceneNodes.find(name);
|
---|
| 585 |
|
---|
| 586 | if (i == mSceneNodes.end())
|
---|
| 587 | {
|
---|
| 588 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.",
|
---|
| 589 | "SceneManager::destroySceneNode");
|
---|
| 590 | }
|
---|
| 591 |
|
---|
| 592 | // Find any scene nodes which are tracking this node, and turn them off
|
---|
| 593 | AutoTrackingSceneNodes::iterator ai, aiend;
|
---|
| 594 | aiend = mAutoTrackingSceneNodes.end();
|
---|
| 595 | for (ai = mAutoTrackingSceneNodes.begin(); ai != aiend; ++ai)
|
---|
| 596 | {
|
---|
| 597 | SceneNode* n = *ai;
|
---|
| 598 | // Tracking this node
|
---|
| 599 | if (n->getAutoTrackTarget() == i->second)
|
---|
| 600 | {
|
---|
| 601 | // turn off, this will notify SceneManager to remove
|
---|
| 602 | n->setAutoTracking(false);
|
---|
| 603 | // no need to reset iterator since set erase does not invalidate
|
---|
| 604 | }
|
---|
| 605 | // node is itself a tracker
|
---|
| 606 | else if (n == i->second)
|
---|
| 607 | {
|
---|
| 608 | mAutoTrackingSceneNodes.erase(ai);
|
---|
| 609 | }
|
---|
| 610 | }
|
---|
| 611 |
|
---|
[193] | 612 | // detach from parent (don't do this in destructor since bulk destruction
|
---|
| 613 | // behaves differently)
|
---|
| 614 | Node* parentNode = i->second->getParent();
|
---|
| 615 | if (parentNode)
|
---|
| 616 | {
|
---|
| 617 | parentNode->removeChild(i->second);
|
---|
| 618 | }
|
---|
[131] | 619 | delete i->second;
|
---|
| 620 | mSceneNodes.erase(i);
|
---|
| 621 | }
|
---|
| 622 | //-----------------------------------------------------------------------
|
---|
| 623 | SceneNode* SceneManager::getRootSceneNode(void) const
|
---|
| 624 | {
|
---|
| 625 | return mSceneRoot;
|
---|
| 626 | }
|
---|
| 627 | //-----------------------------------------------------------------------
|
---|
| 628 | SceneNode* SceneManager::getSceneNode(const String& name) const
|
---|
| 629 | {
|
---|
| 630 | SceneNodeList::const_iterator i = mSceneNodes.find(name);
|
---|
| 631 |
|
---|
| 632 | if (i == mSceneNodes.end())
|
---|
| 633 | {
|
---|
| 634 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.",
|
---|
| 635 | "SceneManager::getSceneNode");
|
---|
| 636 | }
|
---|
| 637 |
|
---|
| 638 | return i->second;
|
---|
| 639 |
|
---|
| 640 | }
|
---|
| 641 | //-----------------------------------------------------------------------
|
---|
| 642 | Pass* SceneManager::setPass(Pass* pass)
|
---|
| 643 | {
|
---|
| 644 | static bool lastUsedVertexProgram = false;
|
---|
| 645 | static bool lastUsedFragmentProgram = false;
|
---|
| 646 |
|
---|
| 647 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE)
|
---|
| 648 | {
|
---|
| 649 | // Derive a special shadow caster pass from this one
|
---|
| 650 | pass = deriveShadowCasterPass(pass);
|
---|
| 651 | }
|
---|
| 652 | else if (mIlluminationStage == IRS_RENDER_MODULATIVE_PASS)
|
---|
| 653 | {
|
---|
| 654 | pass = deriveShadowReceiverPass(pass);
|
---|
| 655 | }
|
---|
| 656 |
|
---|
| 657 | // TEST
|
---|
[193] | 658 | /*
|
---|
| 659 | LogManager::getSingleton().logMessage("BEGIN PASS " + StringConverter::toString(pass->getIndex()) +
|
---|
| 660 | " of " + pass->getParent()->getParent()->getName());
|
---|
| 661 | */
|
---|
[131] | 662 | bool passSurfaceAndLightParams = true;
|
---|
| 663 |
|
---|
| 664 | if (pass->hasVertexProgram())
|
---|
| 665 | {
|
---|
| 666 | mDestRenderSystem->bindGpuProgram(pass->getVertexProgram()->_getBindingDelegate());
|
---|
| 667 | // bind parameters later since they can be per-object
|
---|
| 668 | lastUsedVertexProgram = true;
|
---|
| 669 | // does the vertex program want surface and light params passed to rendersystem?
|
---|
| 670 | passSurfaceAndLightParams = pass->getVertexProgram()->getPassSurfaceAndLightStates();
|
---|
| 671 | }
|
---|
| 672 | else
|
---|
| 673 | {
|
---|
| 674 | // Unbind program?
|
---|
| 675 | if (lastUsedVertexProgram)
|
---|
| 676 | {
|
---|
| 677 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
| 678 | lastUsedVertexProgram = false;
|
---|
| 679 | }
|
---|
| 680 | // Set fixed-function vertex parameters
|
---|
| 681 | }
|
---|
| 682 |
|
---|
| 683 | if (passSurfaceAndLightParams)
|
---|
| 684 | {
|
---|
| 685 | // Set surface reflectance properties, only valid if lighting is enabled
|
---|
| 686 | if (pass->getLightingEnabled())
|
---|
| 687 | {
|
---|
| 688 | mDestRenderSystem->_setSurfaceParams(
|
---|
| 689 | pass->getAmbient(),
|
---|
| 690 | pass->getDiffuse(),
|
---|
| 691 | pass->getSpecular(),
|
---|
| 692 | pass->getSelfIllumination(),
|
---|
| 693 | pass->getShininess(),
|
---|
| 694 | pass->getVertexColourTracking() );
|
---|
| 695 | }
|
---|
| 696 |
|
---|
| 697 | // Dynamic lighting enabled?
|
---|
| 698 | mDestRenderSystem->setLightingEnabled(pass->getLightingEnabled());
|
---|
| 699 | }
|
---|
| 700 |
|
---|
| 701 | // Using a fragment program?
|
---|
| 702 | if (pass->hasFragmentProgram())
|
---|
| 703 | {
|
---|
| 704 | mDestRenderSystem->bindGpuProgram(
|
---|
| 705 | pass->getFragmentProgram()->_getBindingDelegate());
|
---|
| 706 | // bind parameters later since they can be per-object
|
---|
| 707 | lastUsedFragmentProgram = true;
|
---|
| 708 | }
|
---|
| 709 | else
|
---|
| 710 | {
|
---|
| 711 | // Unbind program?
|
---|
| 712 | if (lastUsedFragmentProgram)
|
---|
| 713 | {
|
---|
| 714 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
|
---|
| 715 | lastUsedFragmentProgram = false;
|
---|
| 716 | }
|
---|
| 717 |
|
---|
| 718 | // Set fixed-function fragment settings
|
---|
| 719 |
|
---|
| 720 | // Fog (assumes we want pixel fog which is the usual)
|
---|
| 721 | // New fog params can either be from scene or from material
|
---|
| 722 | FogMode newFogMode;
|
---|
| 723 | ColourValue newFogColour;
|
---|
| 724 | Real newFogStart, newFogEnd, newFogDensity;
|
---|
| 725 | if (pass->getFogOverride())
|
---|
| 726 | {
|
---|
| 727 | // New fog params from material
|
---|
| 728 | newFogMode = pass->getFogMode();
|
---|
| 729 | newFogColour = pass->getFogColour();
|
---|
| 730 | newFogStart = pass->getFogStart();
|
---|
| 731 | newFogEnd = pass->getFogEnd();
|
---|
| 732 | newFogDensity = pass->getFogDensity();
|
---|
| 733 | }
|
---|
| 734 | else
|
---|
| 735 | {
|
---|
| 736 | // New fog params from scene
|
---|
| 737 | newFogMode = mFogMode;
|
---|
| 738 | newFogColour = mFogColour;
|
---|
| 739 | newFogStart = mFogStart;
|
---|
| 740 | newFogEnd = mFogEnd;
|
---|
| 741 | newFogDensity = mFogDensity;
|
---|
| 742 | }
|
---|
| 743 | mDestRenderSystem->_setFog(
|
---|
| 744 | newFogMode, newFogColour, newFogDensity, newFogStart, newFogEnd);
|
---|
| 745 |
|
---|
| 746 | }
|
---|
| 747 |
|
---|
| 748 | // The rest of the settings are the same no matter whether we use programs or not
|
---|
| 749 |
|
---|
| 750 | // Set scene blending
|
---|
| 751 | mDestRenderSystem->_setSceneBlending(
|
---|
| 752 | pass->getSourceBlendFactor(), pass->getDestBlendFactor());
|
---|
| 753 |
|
---|
| 754 |
|
---|
| 755 | // Texture unit settings
|
---|
| 756 |
|
---|
| 757 | Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
|
---|
| 758 | size_t unit = 0;
|
---|
| 759 | while(texIter.hasMoreElements())
|
---|
| 760 | {
|
---|
| 761 | TextureUnitState* pTex = texIter.getNext();
|
---|
| 762 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex);
|
---|
| 763 | ++unit;
|
---|
| 764 | }
|
---|
| 765 | // Disable remaining texture units
|
---|
| 766 | mDestRenderSystem->_disableTextureUnitsFrom(pass->getNumTextureUnitStates());
|
---|
| 767 |
|
---|
| 768 | // Set up non-texture related material settings
|
---|
| 769 | // Depth buffer settings
|
---|
| 770 | mDestRenderSystem->_setDepthBufferFunction(pass->getDepthFunction());
|
---|
| 771 | mDestRenderSystem->_setDepthBufferCheckEnabled(pass->getDepthCheckEnabled());
|
---|
| 772 | mDestRenderSystem->_setDepthBufferWriteEnabled(pass->getDepthWriteEnabled());
|
---|
| 773 | mDestRenderSystem->_setDepthBias(pass->getDepthBias());
|
---|
| 774 | // Alpha-reject settings
|
---|
| 775 | mDestRenderSystem->_setAlphaRejectSettings(
|
---|
| 776 | pass->getAlphaRejectFunction(), pass->getAlphaRejectValue());
|
---|
| 777 | // Set colour write mode
|
---|
| 778 | // Right now we only use on/off, not per-channel
|
---|
| 779 | bool colWrite = pass->getColourWriteEnabled();
|
---|
| 780 | mDestRenderSystem->_setColourBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite);
|
---|
| 781 | // Culling mode
|
---|
| 782 | mDestRenderSystem->_setCullingMode(pass->getCullingMode());
|
---|
| 783 | // Shading
|
---|
| 784 | mDestRenderSystem->setShadingType(pass->getShadingMode());
|
---|
| 785 |
|
---|
| 786 | return pass;
|
---|
| 787 | }
|
---|
| 788 | //-----------------------------------------------------------------------
|
---|
| 789 | void SceneManager::_renderScene(Camera* camera, Viewport* vp, bool includeOverlays)
|
---|
| 790 | {
|
---|
[135] | 791 | Root::getSingleton()._setCurrentSceneManager(this);
|
---|
[131] | 792 | // Prep Pass for use in debug shadows
|
---|
| 793 | initShadowVolumeMaterials();
|
---|
| 794 | // Perform a quick pre-check to see whether we should override far distance
|
---|
| 795 | // When using stencil volumes we have to use infinite far distance
|
---|
| 796 | // to prevent dark caps getting clipped
|
---|
| 797 | if ((mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE ||
|
---|
| 798 | mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE) &&
|
---|
| 799 | camera->getFarClipDistance() != 0 &&
|
---|
| 800 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE) &&
|
---|
| 801 | mShadowUseInfiniteFarPlane)
|
---|
| 802 | {
|
---|
| 803 | // infinite far distance
|
---|
| 804 | camera->setFarClipDistance(0);
|
---|
| 805 | }
|
---|
| 806 |
|
---|
| 807 | mCameraInProgress = camera;
|
---|
| 808 | mCamChanged = true;
|
---|
| 809 |
|
---|
| 810 |
|
---|
| 811 | // Update the scene, only do this once per frame
|
---|
| 812 | static unsigned long lastFrameNumber = 0;
|
---|
| 813 | unsigned long thisFrameNumber = Root::getSingleton().getCurrentFrameNumber();
|
---|
| 814 | if (thisFrameNumber != lastFrameNumber)
|
---|
| 815 | {
|
---|
| 816 | // Update animations
|
---|
| 817 | _applySceneAnimations();
|
---|
| 818 | // Update controllers
|
---|
| 819 | ControllerManager::getSingleton().updateAllControllers();
|
---|
| 820 | lastFrameNumber = thisFrameNumber;
|
---|
| 821 | }
|
---|
| 822 |
|
---|
| 823 | // Update scene graph for this camera (can happen multiple times per frame)
|
---|
| 824 | _updateSceneGraph(camera);
|
---|
| 825 |
|
---|
| 826 | // Auto-track nodes
|
---|
| 827 | AutoTrackingSceneNodes::iterator atsni, atsniend;
|
---|
| 828 | atsniend = mAutoTrackingSceneNodes.end();
|
---|
| 829 | for (atsni = mAutoTrackingSceneNodes.begin(); atsni != atsniend; ++atsni)
|
---|
| 830 | {
|
---|
| 831 | (*atsni)->_autoTrack();
|
---|
| 832 | }
|
---|
| 833 | // Auto-track camera if required
|
---|
| 834 | camera->_autoTrack();
|
---|
| 835 |
|
---|
| 836 |
|
---|
| 837 | // Are we using any shadows at all?
|
---|
| 838 | if (mShadowTechnique != SHADOWTYPE_NONE &&
|
---|
| 839 | mIlluminationStage != IRS_RENDER_TO_TEXTURE)
|
---|
| 840 | {
|
---|
| 841 | // Locate any lights which could be affecting the frustum
|
---|
| 842 | findLightsAffectingFrustum(camera);
|
---|
| 843 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 844 | {
|
---|
| 845 | // *******
|
---|
| 846 | // WARNING
|
---|
| 847 | // *******
|
---|
| 848 | // This call will result in re-entrant calls to this method
|
---|
| 849 | // therefore anything which comes before this is NOT
|
---|
| 850 | // guaranteed persistent. Make sure that anything which
|
---|
| 851 | // MUST be specific to this camera / target is done
|
---|
| 852 | // AFTER THIS POINT
|
---|
| 853 | prepareShadowTextures(camera, vp);
|
---|
| 854 | // reset the cameras because of the re-entrant call
|
---|
| 855 | mCameraInProgress = camera;
|
---|
| 856 | mCamChanged = true;
|
---|
| 857 | }
|
---|
| 858 | }
|
---|
| 859 |
|
---|
| 860 | // Invert vertex winding?
|
---|
| 861 | if (camera->isReflected())
|
---|
| 862 | {
|
---|
| 863 | mDestRenderSystem->setInvertVertexWinding(true);
|
---|
| 864 | }
|
---|
| 865 | else
|
---|
| 866 | {
|
---|
| 867 | mDestRenderSystem->setInvertVertexWinding(false);
|
---|
| 868 | }
|
---|
| 869 |
|
---|
| 870 | // Set the viewport
|
---|
| 871 | setViewport(vp);
|
---|
| 872 |
|
---|
| 873 | // Tell params about camera
|
---|
| 874 | mAutoParamDataSource.setCurrentCamera(camera);
|
---|
| 875 | // Set autoparams for finite dir light extrusion
|
---|
| 876 | mAutoParamDataSource.setShadowDirLightExtrusionDistance(mShadowDirLightExtrudeDist);
|
---|
| 877 |
|
---|
| 878 | // Tell params about current ambient light
|
---|
| 879 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
[193] | 880 | // Tell rendersystem
|
---|
| 881 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
[131] | 882 |
|
---|
| 883 | // Tell params about render target
|
---|
| 884 | mAutoParamDataSource.setCurrentRenderTarget(vp->getTarget());
|
---|
| 885 |
|
---|
| 886 |
|
---|
| 887 | // Set camera window clipping planes (if any)
|
---|
| 888 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_USER_CLIP_PLANES))
|
---|
| 889 | {
|
---|
| 890 | if (camera->isWindowSet())
|
---|
| 891 | {
|
---|
| 892 | const std::vector<Plane>& planeList =
|
---|
| 893 | camera->getWindowPlanes();
|
---|
| 894 | for (ushort i = 0; i < 4; ++i)
|
---|
| 895 | {
|
---|
| 896 | mDestRenderSystem->enableClipPlane(i, true);
|
---|
| 897 | mDestRenderSystem->setClipPlane(i, planeList[i]);
|
---|
| 898 | }
|
---|
| 899 | }
|
---|
| 900 | else
|
---|
| 901 | {
|
---|
| 902 | for (ushort i = 0; i < 4; ++i)
|
---|
| 903 | {
|
---|
| 904 | mDestRenderSystem->enableClipPlane(i, false);
|
---|
| 905 | }
|
---|
| 906 | }
|
---|
| 907 | }
|
---|
| 908 |
|
---|
| 909 | // Clear the render queue
|
---|
| 910 | getRenderQueue()->clear();
|
---|
| 911 |
|
---|
| 912 | // Parse the scene and tag visibles
|
---|
| 913 | _findVisibleObjects(camera,
|
---|
| 914 | mIlluminationStage == IRS_RENDER_TO_TEXTURE? true : false);
|
---|
| 915 | // Add overlays, if viewport deems it
|
---|
| 916 | if (vp->getOverlaysEnabled())
|
---|
| 917 | {
|
---|
| 918 | OverlayManager::getSingleton()._queueOverlaysForRendering(camera, getRenderQueue(), vp);
|
---|
| 919 | }
|
---|
| 920 | // Queue skies
|
---|
| 921 | _queueSkiesForRendering(camera);
|
---|
| 922 |
|
---|
| 923 |
|
---|
| 924 | // Don't do view / proj here anymore
|
---|
| 925 | // Checked per renderable now, although only changed when required
|
---|
| 926 | //mDestRenderSystem->_setViewMatrix(camera->getViewMatrix());
|
---|
| 927 | //mDestRenderSystem->_setProjectionMatrix(camera->getProjectionMatrix());
|
---|
| 928 |
|
---|
| 929 | mDestRenderSystem->_beginGeometryCount();
|
---|
| 930 | // Begin the frame
|
---|
| 931 | mDestRenderSystem->_beginFrame();
|
---|
| 932 |
|
---|
| 933 | // Set rasterisation mode
|
---|
| 934 | mDestRenderSystem->_setRasterisationMode(camera->getDetailLevel());
|
---|
| 935 |
|
---|
| 936 | // Render scene content
|
---|
| 937 | _renderVisibleObjects();
|
---|
| 938 |
|
---|
| 939 | // End frame
|
---|
| 940 | mDestRenderSystem->_endFrame();
|
---|
| 941 |
|
---|
| 942 | // Notify camera or vis faces
|
---|
| 943 | camera->_notifyRenderedFaces(mDestRenderSystem->_getFaceCount());
|
---|
| 944 |
|
---|
| 945 |
|
---|
| 946 |
|
---|
| 947 | }
|
---|
| 948 |
|
---|
| 949 |
|
---|
| 950 | //-----------------------------------------------------------------------
|
---|
| 951 | void SceneManager::_setDestinationRenderSystem(RenderSystem* sys)
|
---|
| 952 | {
|
---|
| 953 | mDestRenderSystem = sys;
|
---|
| 954 |
|
---|
| 955 | }
|
---|
| 956 |
|
---|
| 957 |
|
---|
| 958 | //-----------------------------------------------------------------------
|
---|
| 959 | void SceneManager::setWorldGeometry(const String& filename)
|
---|
| 960 | {
|
---|
| 961 | // This default implementation cannot handle world geometry
|
---|
| 962 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 963 | "World geometry is not supported by the generic SceneManager.",
|
---|
| 964 | "SceneManager::setWorldGeometry");
|
---|
| 965 | }
|
---|
| 966 |
|
---|
| 967 | //-----------------------------------------------------------------------
|
---|
| 968 | bool SceneManager::materialLess::operator() (const Material* x, const Material* y) const
|
---|
| 969 | {
|
---|
| 970 | // If x transparent and y not, x > y (since x has to overlap y)
|
---|
| 971 | if (x->isTransparent() && !y->isTransparent())
|
---|
| 972 | {
|
---|
| 973 | return false;
|
---|
| 974 | }
|
---|
| 975 | // If y is transparent and x not, x < y
|
---|
| 976 | else if (!x->isTransparent() && y->isTransparent())
|
---|
| 977 | {
|
---|
| 978 | return true;
|
---|
| 979 | }
|
---|
| 980 | else
|
---|
| 981 | {
|
---|
| 982 | // Otherwise don't care (both transparent or both solid)
|
---|
| 983 | // Just arbitrarily use pointer
|
---|
| 984 | return x < y;
|
---|
| 985 | }
|
---|
| 986 |
|
---|
| 987 | }
|
---|
| 988 |
|
---|
| 989 | //-----------------------------------------------------------------------
|
---|
| 990 | void SceneManager::setSkyPlane(
|
---|
| 991 | bool enable,
|
---|
| 992 | const Plane& plane,
|
---|
| 993 | const String& materialName,
|
---|
| 994 | Real gscale,
|
---|
| 995 | Real tiling,
|
---|
| 996 | bool drawFirst,
|
---|
| 997 | Real bow,
|
---|
| 998 | int xsegments, int ysegments,
|
---|
| 999 | const String& groupName)
|
---|
| 1000 | {
|
---|
| 1001 | if (enable)
|
---|
| 1002 | {
|
---|
| 1003 | String meshName = "SkyPlane";
|
---|
| 1004 | mSkyPlane = plane;
|
---|
| 1005 |
|
---|
| 1006 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
| 1007 | if (m.isNull())
|
---|
| 1008 | {
|
---|
| 1009 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 1010 | "Sky plane material '" + materialName + "' not found.",
|
---|
| 1011 | "SceneManager::setSkyPlane");
|
---|
| 1012 | }
|
---|
| 1013 | // Make sure the material doesn't update the depth buffer
|
---|
| 1014 | m->setDepthWriteEnabled(false);
|
---|
| 1015 | // Ensure loaded
|
---|
| 1016 | m->load();
|
---|
| 1017 |
|
---|
| 1018 | mSkyPlaneDrawFirst = drawFirst;
|
---|
| 1019 |
|
---|
| 1020 | // Set up the plane
|
---|
| 1021 | MeshPtr planeMesh = MeshManager::getSingleton().getByName(meshName);
|
---|
| 1022 | if (!planeMesh.isNull())
|
---|
| 1023 | {
|
---|
| 1024 | // Destroy the old one
|
---|
| 1025 | MeshManager::getSingleton().remove(planeMesh->getHandle());
|
---|
| 1026 | }
|
---|
| 1027 |
|
---|
| 1028 | // Create up vector
|
---|
| 1029 | Vector3 up = plane.normal.crossProduct(Vector3::UNIT_X);
|
---|
| 1030 | if (up == Vector3::ZERO)
|
---|
| 1031 | up = plane.normal.crossProduct(-Vector3::UNIT_Z);
|
---|
| 1032 |
|
---|
| 1033 | // Create skyplane
|
---|
| 1034 | if( bow > 0 )
|
---|
| 1035 | {
|
---|
| 1036 | // Build a curved skyplane
|
---|
| 1037 | planeMesh = MeshManager::getSingleton().createCurvedPlane(
|
---|
| 1038 | meshName, groupName, plane, gscale * 100, gscale * 100, gscale * bow * 100,
|
---|
| 1039 | xsegments, ysegments, false, 1, tiling, tiling, up);
|
---|
| 1040 | }
|
---|
| 1041 | else
|
---|
| 1042 | {
|
---|
| 1043 | planeMesh = MeshManager::getSingleton().createPlane(
|
---|
| 1044 | meshName, groupName, plane, gscale * 100, gscale * 100, xsegments, ysegments, false,
|
---|
| 1045 | 1, tiling, tiling, up);
|
---|
| 1046 | }
|
---|
| 1047 |
|
---|
| 1048 | // Create entity
|
---|
| 1049 | if (mSkyPlaneEntity)
|
---|
| 1050 | {
|
---|
| 1051 | // destroy old one, do it by name for speed
|
---|
| 1052 | removeEntity(meshName);
|
---|
| 1053 | }
|
---|
| 1054 | // Create, use the same name for mesh and entity
|
---|
| 1055 | mSkyPlaneEntity = createEntity(meshName, meshName);
|
---|
| 1056 | mSkyPlaneEntity->setMaterialName(materialName);
|
---|
| 1057 | mSkyPlaneEntity->setCastShadows(false);
|
---|
| 1058 |
|
---|
| 1059 | // Create node and attach
|
---|
| 1060 | if (!mSkyPlaneNode)
|
---|
| 1061 | {
|
---|
| 1062 | mSkyPlaneNode = createSceneNode(meshName + "Node");
|
---|
| 1063 | }
|
---|
| 1064 | else
|
---|
| 1065 | {
|
---|
| 1066 | mSkyPlaneNode->detachAllObjects();
|
---|
| 1067 | }
|
---|
| 1068 | mSkyPlaneNode->attachObject(mSkyPlaneEntity);
|
---|
| 1069 |
|
---|
| 1070 | }
|
---|
| 1071 | mSkyPlaneEnabled = enable;
|
---|
| 1072 | }
|
---|
| 1073 | //-----------------------------------------------------------------------
|
---|
| 1074 | void SceneManager::setSkyBox(
|
---|
| 1075 | bool enable,
|
---|
| 1076 | const String& materialName,
|
---|
| 1077 | Real distance,
|
---|
| 1078 | bool drawFirst,
|
---|
| 1079 | const Quaternion& orientation,
|
---|
| 1080 | const String& groupName)
|
---|
| 1081 | {
|
---|
| 1082 | if (enable)
|
---|
| 1083 | {
|
---|
| 1084 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
| 1085 | if (m.isNull())
|
---|
| 1086 | {
|
---|
| 1087 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 1088 | "Sky box material '" + materialName + "' not found.",
|
---|
| 1089 | "SceneManager::setSkyBox");
|
---|
| 1090 | }
|
---|
| 1091 | // Make sure the material doesn't update the depth buffer
|
---|
| 1092 | m->setDepthWriteEnabled(false);
|
---|
| 1093 | // Ensure loaded
|
---|
| 1094 | m->load();
|
---|
| 1095 | // Also clamp texture, don't wrap (otherwise edges can get filtered)
|
---|
| 1096 | m->getBestTechnique()->getPass(0)->getTextureUnitState(0)->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 1097 |
|
---|
| 1098 |
|
---|
| 1099 | mSkyBoxDrawFirst = drawFirst;
|
---|
| 1100 |
|
---|
| 1101 | // Create node
|
---|
| 1102 | if (!mSkyBoxNode)
|
---|
| 1103 | {
|
---|
| 1104 | mSkyBoxNode = createSceneNode("SkyBoxNode");
|
---|
| 1105 | }
|
---|
| 1106 | else
|
---|
| 1107 | {
|
---|
| 1108 | mSkyBoxNode->detachAllObjects();
|
---|
| 1109 | }
|
---|
| 1110 |
|
---|
| 1111 | MaterialManager& matMgr = MaterialManager::getSingleton();
|
---|
| 1112 | // Set up the box (6 planes)
|
---|
| 1113 | for (int i = 0; i < 6; ++i)
|
---|
| 1114 | {
|
---|
| 1115 | MeshPtr planeMesh = createSkyboxPlane((BoxPlane)i, distance, orientation, groupName);
|
---|
| 1116 | String entName = "SkyBoxPlane" + StringConverter::toString(i);
|
---|
| 1117 |
|
---|
| 1118 | // Create entity
|
---|
| 1119 | if (mSkyBoxEntity[i])
|
---|
| 1120 | {
|
---|
| 1121 | // destroy old one, do it by name for speed
|
---|
| 1122 | removeEntity(entName);
|
---|
| 1123 | }
|
---|
| 1124 | mSkyBoxEntity[i] = createEntity(entName, planeMesh->getName());
|
---|
| 1125 | mSkyBoxEntity[i]->setCastShadows(false);
|
---|
| 1126 | // Have to create 6 materials, one for each frame
|
---|
| 1127 | // Used to use combined material but now we're using queue we can't split to change frame
|
---|
| 1128 | // This doesn't use much memory because textures aren't duplicated
|
---|
| 1129 | MaterialPtr boxMat = matMgr.getByName(entName);
|
---|
| 1130 | if (boxMat.isNull())
|
---|
| 1131 | {
|
---|
| 1132 | // Create new by clone
|
---|
| 1133 | boxMat = m->clone(entName);
|
---|
| 1134 | boxMat->load();
|
---|
| 1135 | }
|
---|
| 1136 | else
|
---|
| 1137 | {
|
---|
| 1138 | // Copy over existing
|
---|
| 1139 | m->copyDetailsTo(boxMat);
|
---|
| 1140 | boxMat->load();
|
---|
| 1141 | }
|
---|
| 1142 | // Set active frame
|
---|
| 1143 | boxMat->getBestTechnique()->getPass(0)->getTextureUnitState(0)
|
---|
| 1144 | ->setCurrentFrame(i);
|
---|
| 1145 |
|
---|
| 1146 | mSkyBoxEntity[i]->setMaterialName(boxMat->getName());
|
---|
| 1147 |
|
---|
| 1148 | // Attach to node
|
---|
| 1149 | mSkyBoxNode->attachObject(mSkyBoxEntity[i]);
|
---|
| 1150 | } // for each plane
|
---|
| 1151 |
|
---|
| 1152 | }
|
---|
| 1153 | mSkyBoxEnabled = enable;
|
---|
| 1154 | }
|
---|
| 1155 | //-----------------------------------------------------------------------
|
---|
| 1156 | void SceneManager::setSkyDome(
|
---|
| 1157 | bool enable,
|
---|
| 1158 | const String& materialName,
|
---|
| 1159 | Real curvature,
|
---|
| 1160 | Real tiling,
|
---|
| 1161 | Real distance,
|
---|
| 1162 | bool drawFirst,
|
---|
| 1163 | const Quaternion& orientation,
|
---|
| 1164 | int xsegments, int ysegments, int ySegmentsToKeep,
|
---|
| 1165 | const String& groupName)
|
---|
| 1166 | {
|
---|
| 1167 | if (enable)
|
---|
| 1168 | {
|
---|
| 1169 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName);
|
---|
| 1170 | if (m.isNull())
|
---|
| 1171 | {
|
---|
| 1172 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
|
---|
| 1173 | "Sky dome material '" + materialName + "' not found.",
|
---|
| 1174 | "SceneManager::setSkyDome");
|
---|
| 1175 | }
|
---|
| 1176 | // Make sure the material doesn't update the depth buffer
|
---|
| 1177 | m->setDepthWriteEnabled(false);
|
---|
| 1178 | // Ensure loaded
|
---|
| 1179 | m->load();
|
---|
| 1180 |
|
---|
| 1181 | mSkyDomeDrawFirst = drawFirst;
|
---|
| 1182 |
|
---|
| 1183 | // Create node
|
---|
| 1184 | if (!mSkyDomeNode)
|
---|
| 1185 | {
|
---|
| 1186 | mSkyDomeNode = createSceneNode("SkyDomeNode");
|
---|
| 1187 | }
|
---|
| 1188 | else
|
---|
| 1189 | {
|
---|
| 1190 | mSkyDomeNode->detachAllObjects();
|
---|
| 1191 | }
|
---|
| 1192 |
|
---|
| 1193 | // Set up the dome (5 planes)
|
---|
| 1194 | for (int i = 0; i < 5; ++i)
|
---|
| 1195 | {
|
---|
| 1196 | MeshPtr planeMesh = createSkydomePlane((BoxPlane)i, curvature,
|
---|
| 1197 | tiling, distance, orientation, xsegments, ysegments,
|
---|
| 1198 | i!=BP_UP ? ySegmentsToKeep : -1, groupName);
|
---|
| 1199 |
|
---|
| 1200 | String entName = "SkyDomePlane" + StringConverter::toString(i);
|
---|
| 1201 |
|
---|
| 1202 | // Create entity
|
---|
| 1203 | if (mSkyDomeEntity[i])
|
---|
| 1204 | {
|
---|
| 1205 | // destroy old one, do it by name for speed
|
---|
| 1206 | removeEntity(entName);
|
---|
| 1207 | }
|
---|
| 1208 | mSkyDomeEntity[i] = createEntity(entName, planeMesh->getName());
|
---|
| 1209 | mSkyDomeEntity[i]->setMaterialName(m->getName());
|
---|
| 1210 | mSkyDomeEntity[i]->setCastShadows(false);
|
---|
| 1211 |
|
---|
| 1212 | // Attach to node
|
---|
| 1213 | mSkyDomeNode->attachObject(mSkyDomeEntity[i]);
|
---|
| 1214 | } // for each plane
|
---|
| 1215 |
|
---|
| 1216 | }
|
---|
| 1217 | mSkyDomeEnabled = enable;
|
---|
| 1218 | }
|
---|
| 1219 | //-----------------------------------------------------------------------
|
---|
| 1220 | MeshPtr SceneManager::createSkyboxPlane(
|
---|
| 1221 | BoxPlane bp,
|
---|
| 1222 | Real distance,
|
---|
| 1223 | const Quaternion& orientation,
|
---|
| 1224 | const String& groupName)
|
---|
| 1225 | {
|
---|
| 1226 | Plane plane;
|
---|
| 1227 | String meshName;
|
---|
| 1228 | Vector3 up;
|
---|
| 1229 |
|
---|
| 1230 | meshName = "SkyBoxPlane_";
|
---|
| 1231 | // Set up plane equation
|
---|
| 1232 | plane.d = distance;
|
---|
| 1233 | switch(bp)
|
---|
| 1234 | {
|
---|
| 1235 | case BP_FRONT:
|
---|
| 1236 | plane.normal = Vector3::UNIT_Z;
|
---|
| 1237 | up = Vector3::UNIT_Y;
|
---|
| 1238 | meshName += "Front";
|
---|
| 1239 | break;
|
---|
| 1240 | case BP_BACK:
|
---|
| 1241 | plane.normal = -Vector3::UNIT_Z;
|
---|
| 1242 | up = Vector3::UNIT_Y;
|
---|
| 1243 | meshName += "Back";
|
---|
| 1244 | break;
|
---|
| 1245 | case BP_LEFT:
|
---|
| 1246 | plane.normal = Vector3::UNIT_X;
|
---|
| 1247 | up = Vector3::UNIT_Y;
|
---|
| 1248 | meshName += "Left";
|
---|
| 1249 | break;
|
---|
| 1250 | case BP_RIGHT:
|
---|
| 1251 | plane.normal = -Vector3::UNIT_X;
|
---|
| 1252 | up = Vector3::UNIT_Y;
|
---|
| 1253 | meshName += "Right";
|
---|
| 1254 | break;
|
---|
| 1255 | case BP_UP:
|
---|
| 1256 | plane.normal = -Vector3::UNIT_Y;
|
---|
| 1257 | up = Vector3::UNIT_Z;
|
---|
| 1258 | meshName += "Up";
|
---|
| 1259 | break;
|
---|
| 1260 | case BP_DOWN:
|
---|
| 1261 | plane.normal = Vector3::UNIT_Y;
|
---|
| 1262 | up = -Vector3::UNIT_Z;
|
---|
| 1263 | meshName += "Down";
|
---|
| 1264 | break;
|
---|
| 1265 | }
|
---|
| 1266 | // Modify by orientation
|
---|
| 1267 | plane.normal = orientation * plane.normal;
|
---|
| 1268 | up = orientation * up;
|
---|
| 1269 |
|
---|
| 1270 |
|
---|
| 1271 | // Check to see if existing plane
|
---|
| 1272 | MeshManager& mm = MeshManager::getSingleton();
|
---|
| 1273 | MeshPtr planeMesh = mm.getByName(meshName);
|
---|
| 1274 | if(!planeMesh.isNull())
|
---|
| 1275 | {
|
---|
| 1276 | // destroy existing
|
---|
| 1277 | mm.remove(planeMesh->getHandle());
|
---|
| 1278 | }
|
---|
| 1279 | // Create new
|
---|
| 1280 | Real planeSize = distance * 2;
|
---|
| 1281 | const int BOX_SEGMENTS = 1;
|
---|
| 1282 | planeMesh = mm.createPlane(meshName, groupName, plane, planeSize, planeSize,
|
---|
| 1283 | BOX_SEGMENTS, BOX_SEGMENTS, false, 1, 1, 1, up);
|
---|
| 1284 |
|
---|
| 1285 | //planeMesh->_dumpContents(meshName);
|
---|
| 1286 |
|
---|
| 1287 | return planeMesh;
|
---|
| 1288 |
|
---|
| 1289 | }
|
---|
| 1290 | //-----------------------------------------------------------------------
|
---|
| 1291 | MeshPtr SceneManager::createSkydomePlane(
|
---|
| 1292 | BoxPlane bp,
|
---|
| 1293 | Real curvature,
|
---|
| 1294 | Real tiling,
|
---|
| 1295 | Real distance,
|
---|
| 1296 | const Quaternion& orientation,
|
---|
| 1297 | int xsegments, int ysegments, int ysegments_keep,
|
---|
| 1298 | const String& groupName)
|
---|
| 1299 | {
|
---|
| 1300 |
|
---|
| 1301 | Plane plane;
|
---|
| 1302 | String meshName;
|
---|
| 1303 | Vector3 up;
|
---|
| 1304 |
|
---|
| 1305 | meshName = "SkyDomePlane_";
|
---|
| 1306 | // Set up plane equation
|
---|
| 1307 | plane.d = distance;
|
---|
| 1308 | switch(bp)
|
---|
| 1309 | {
|
---|
| 1310 | case BP_FRONT:
|
---|
| 1311 | plane.normal = Vector3::UNIT_Z;
|
---|
| 1312 | up = Vector3::UNIT_Y;
|
---|
| 1313 | meshName += "Front";
|
---|
| 1314 | break;
|
---|
| 1315 | case BP_BACK:
|
---|
| 1316 | plane.normal = -Vector3::UNIT_Z;
|
---|
| 1317 | up = Vector3::UNIT_Y;
|
---|
| 1318 | meshName += "Back";
|
---|
| 1319 | break;
|
---|
| 1320 | case BP_LEFT:
|
---|
| 1321 | plane.normal = Vector3::UNIT_X;
|
---|
| 1322 | up = Vector3::UNIT_Y;
|
---|
| 1323 | meshName += "Left";
|
---|
| 1324 | break;
|
---|
| 1325 | case BP_RIGHT:
|
---|
| 1326 | plane.normal = -Vector3::UNIT_X;
|
---|
| 1327 | up = Vector3::UNIT_Y;
|
---|
| 1328 | meshName += "Right";
|
---|
| 1329 | break;
|
---|
| 1330 | case BP_UP:
|
---|
| 1331 | plane.normal = -Vector3::UNIT_Y;
|
---|
| 1332 | up = Vector3::UNIT_Z;
|
---|
| 1333 | meshName += "Up";
|
---|
| 1334 | break;
|
---|
| 1335 | case BP_DOWN:
|
---|
| 1336 | // no down
|
---|
| 1337 | return MeshPtr();
|
---|
| 1338 | }
|
---|
| 1339 | // Modify by orientation
|
---|
| 1340 | plane.normal = orientation * plane.normal;
|
---|
| 1341 | up = orientation * up;
|
---|
| 1342 |
|
---|
| 1343 | // Check to see if existing plane
|
---|
| 1344 | MeshManager& mm = MeshManager::getSingleton();
|
---|
| 1345 | MeshPtr planeMesh = mm.getByName(meshName);
|
---|
| 1346 | if(!planeMesh.isNull())
|
---|
| 1347 | {
|
---|
| 1348 | // destroy existing
|
---|
| 1349 | mm.remove(planeMesh->getHandle());
|
---|
| 1350 | }
|
---|
| 1351 | // Create new
|
---|
| 1352 | Real planeSize = distance * 2;
|
---|
| 1353 | planeMesh = mm.createCurvedIllusionPlane(meshName, groupName, plane,
|
---|
| 1354 | planeSize, planeSize, curvature,
|
---|
| 1355 | xsegments, ysegments, false, 1, tiling, tiling, up,
|
---|
| 1356 | orientation, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, HardwareBuffer::HBU_STATIC_WRITE_ONLY,
|
---|
| 1357 | false, false, ysegments_keep);
|
---|
| 1358 |
|
---|
| 1359 | //planeMesh->_dumpContents(meshName);
|
---|
| 1360 |
|
---|
| 1361 | return planeMesh;
|
---|
| 1362 |
|
---|
| 1363 | }
|
---|
| 1364 |
|
---|
| 1365 |
|
---|
| 1366 | //-----------------------------------------------------------------------
|
---|
| 1367 | void SceneManager::_updateSceneGraph(Camera* cam)
|
---|
| 1368 | {
|
---|
| 1369 | // Cascade down the graph updating transforms & world bounds
|
---|
| 1370 | // In this implementation, just update from the root
|
---|
| 1371 | // Smarter SceneManager subclasses may choose to update only
|
---|
| 1372 | // certain scene graph branches
|
---|
| 1373 | mSceneRoot->_update(true, false);
|
---|
| 1374 |
|
---|
| 1375 |
|
---|
| 1376 | }
|
---|
| 1377 | //-----------------------------------------------------------------------
|
---|
| 1378 | void SceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
|
---|
| 1379 | {
|
---|
| 1380 | // Tell nodes to find, cascade down all nodes
|
---|
| 1381 | mSceneRoot->_findVisibleObjects(cam, getRenderQueue(), true,
|
---|
| 1382 | mDisplayNodes, onlyShadowCasters);
|
---|
| 1383 |
|
---|
| 1384 | }
|
---|
| 1385 | //-----------------------------------------------------------------------
|
---|
| 1386 | void SceneManager::_renderVisibleObjects(void)
|
---|
| 1387 | {
|
---|
| 1388 | // Render each separate queue
|
---|
| 1389 | RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator();
|
---|
| 1390 |
|
---|
| 1391 | // NB only queues which have been created are rendered, no time is wasted
|
---|
| 1392 | // parsing through non-existent queues (even though there are 10 available)
|
---|
| 1393 |
|
---|
| 1394 | while (queueIt.hasMoreElements())
|
---|
| 1395 | {
|
---|
| 1396 | // Get queue group id
|
---|
| 1397 | RenderQueueGroupID qId = queueIt.peekNextKey();
|
---|
| 1398 | RenderQueueGroup* pGroup = queueIt.getNext();
|
---|
| 1399 | // Skip this one if not to be processed
|
---|
| 1400 | if (!isRenderQueueToBeProcessed(qId))
|
---|
| 1401 | continue;
|
---|
| 1402 |
|
---|
| 1403 |
|
---|
| 1404 | bool repeatQueue = false;
|
---|
| 1405 | do // for repeating queues
|
---|
| 1406 | {
|
---|
| 1407 | // Fire queue started event
|
---|
| 1408 | if (fireRenderQueueStarted(qId))
|
---|
| 1409 | {
|
---|
| 1410 | // Someone requested we skip this queue
|
---|
| 1411 | continue;
|
---|
| 1412 | }
|
---|
| 1413 |
|
---|
| 1414 | renderQueueGroupObjects(pGroup);
|
---|
| 1415 |
|
---|
| 1416 | // Fire queue ended event
|
---|
| 1417 | if (fireRenderQueueEnded(qId))
|
---|
| 1418 | {
|
---|
| 1419 | // Someone requested we repeat this queue
|
---|
| 1420 | repeatQueue = true;
|
---|
| 1421 | }
|
---|
| 1422 | else
|
---|
| 1423 | {
|
---|
| 1424 | repeatQueue = false;
|
---|
| 1425 | }
|
---|
| 1426 | } while (repeatQueue);
|
---|
| 1427 |
|
---|
| 1428 | } // for each queue group
|
---|
| 1429 |
|
---|
| 1430 | }
|
---|
| 1431 | //-----------------------------------------------------------------------
|
---|
| 1432 | void SceneManager::renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1433 | {
|
---|
| 1434 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1435 | LightList lightList;
|
---|
| 1436 |
|
---|
| 1437 | while (groupIt.hasMoreElements())
|
---|
| 1438 | {
|
---|
| 1439 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1440 |
|
---|
| 1441 | // Sort the queue first
|
---|
| 1442 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1443 |
|
---|
| 1444 | // Clear light list
|
---|
| 1445 | lightList.clear();
|
---|
| 1446 |
|
---|
| 1447 | // Render all the ambient passes first, no light iteration, no lights
|
---|
| 1448 | mIlluminationStage = IRS_AMBIENT;
|
---|
| 1449 | renderObjects(pPriorityGrp->_getSolidPasses(), false, &lightList);
|
---|
| 1450 | // Also render any objects which have receive shadows disabled
|
---|
| 1451 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 1452 |
|
---|
| 1453 |
|
---|
| 1454 | // Now iterate per light
|
---|
| 1455 | mIlluminationStage = IRS_PER_LIGHT;
|
---|
| 1456 |
|
---|
| 1457 | // Iterate over lights, render all volumes to stencil
|
---|
| 1458 | LightList::const_iterator li, liend;
|
---|
| 1459 | liend = mLightsAffectingFrustum.end();
|
---|
| 1460 |
|
---|
| 1461 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
| 1462 | {
|
---|
| 1463 | Light* l = *li;
|
---|
| 1464 | // Set light state
|
---|
| 1465 |
|
---|
| 1466 | if (l->getCastShadows())
|
---|
| 1467 | {
|
---|
| 1468 | // Clear stencil
|
---|
| 1469 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL);
|
---|
| 1470 | renderShadowVolumesToStencil(l, mCameraInProgress);
|
---|
| 1471 | // turn stencil check on
|
---|
| 1472 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
| 1473 | // NB we render where the stencil is equal to zero to render lit areas
|
---|
| 1474 | mDestRenderSystem->setStencilBufferParams(CMPF_EQUAL, 0);
|
---|
| 1475 | }
|
---|
| 1476 |
|
---|
| 1477 | // render lighting passes for this light
|
---|
| 1478 | if (lightList.empty())
|
---|
| 1479 | lightList.push_back(l);
|
---|
| 1480 | else
|
---|
| 1481 | lightList[0] = l;
|
---|
| 1482 | renderObjects(pPriorityGrp->_getSolidPassesDiffuseSpecular(), false, &lightList);
|
---|
| 1483 |
|
---|
| 1484 | // Reset stencil params
|
---|
| 1485 | mDestRenderSystem->setStencilBufferParams();
|
---|
| 1486 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
| 1487 | mDestRenderSystem->_setDepthBufferParams();
|
---|
| 1488 |
|
---|
| 1489 | }// for each light
|
---|
| 1490 |
|
---|
| 1491 |
|
---|
| 1492 | // Now render decal passes, no need to set lights as lighting will be disabled
|
---|
| 1493 | mIlluminationStage = IRS_DECAL;
|
---|
| 1494 | renderObjects(pPriorityGrp->_getSolidPassesDecal(), false);
|
---|
| 1495 |
|
---|
| 1496 |
|
---|
| 1497 | }// for each priority
|
---|
| 1498 |
|
---|
| 1499 | // reset lighting stage
|
---|
| 1500 | mIlluminationStage = IRS_NONE;
|
---|
| 1501 |
|
---|
| 1502 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1503 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator();
|
---|
| 1504 | while (groupIt2.hasMoreElements())
|
---|
| 1505 | {
|
---|
| 1506 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext();
|
---|
| 1507 |
|
---|
| 1508 | // Do transparents
|
---|
| 1509 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1510 |
|
---|
| 1511 | }// for each priority
|
---|
| 1512 |
|
---|
| 1513 |
|
---|
| 1514 | }
|
---|
| 1515 | //-----------------------------------------------------------------------
|
---|
| 1516 | void SceneManager::renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1517 | {
|
---|
| 1518 | /* For each light, we need to render all the solids from each group,
|
---|
| 1519 | then do the modulative shadows, then render the transparents from
|
---|
| 1520 | each group.
|
---|
| 1521 | Now, this means we are going to reorder things more, but that it required
|
---|
| 1522 | if the shadows are to look correct. The overall order is preserved anyway,
|
---|
| 1523 | it's just that all the transparents are at the end instead of them being
|
---|
| 1524 | interleaved as in the normal rendering loop.
|
---|
| 1525 | */
|
---|
| 1526 | // Iterate through priorities
|
---|
| 1527 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1528 |
|
---|
| 1529 | while (groupIt.hasMoreElements())
|
---|
| 1530 | {
|
---|
| 1531 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1532 |
|
---|
| 1533 | // Sort the queue first
|
---|
| 1534 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1535 |
|
---|
| 1536 | // Do (shadowable) solids
|
---|
| 1537 | renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 1538 | }
|
---|
| 1539 |
|
---|
| 1540 |
|
---|
| 1541 | // Iterate over lights, render all volumes to stencil
|
---|
| 1542 | LightList::const_iterator li, liend;
|
---|
| 1543 | liend = mLightsAffectingFrustum.end();
|
---|
| 1544 |
|
---|
| 1545 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li)
|
---|
| 1546 | {
|
---|
| 1547 | Light* l = *li;
|
---|
| 1548 | if (l->getCastShadows())
|
---|
| 1549 | {
|
---|
| 1550 | // Clear stencil
|
---|
| 1551 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL);
|
---|
| 1552 | renderShadowVolumesToStencil(l, mCameraInProgress);
|
---|
| 1553 | // render full-screen shadow modulator for all lights
|
---|
| 1554 | setPass(mShadowModulativePass);
|
---|
| 1555 | // turn stencil check on
|
---|
| 1556 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
| 1557 | // NB we render where the stencil is not equal to zero to render shadows, not lit areas
|
---|
| 1558 | mDestRenderSystem->setStencilBufferParams(CMPF_NOT_EQUAL, 0);
|
---|
| 1559 | renderSingleObject(mFullScreenQuad, mShadowModulativePass, false);
|
---|
| 1560 | // Reset stencil params
|
---|
| 1561 | mDestRenderSystem->setStencilBufferParams();
|
---|
| 1562 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
| 1563 | mDestRenderSystem->_setDepthBufferParams();
|
---|
| 1564 | }
|
---|
| 1565 |
|
---|
| 1566 | }// for each light
|
---|
| 1567 |
|
---|
| 1568 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1569 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator();
|
---|
| 1570 | while (groupIt2.hasMoreElements())
|
---|
| 1571 | {
|
---|
| 1572 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext();
|
---|
| 1573 |
|
---|
| 1574 | // Do non-shadowable solids
|
---|
| 1575 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 1576 |
|
---|
| 1577 | }// for each priority
|
---|
| 1578 |
|
---|
| 1579 |
|
---|
| 1580 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1581 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator();
|
---|
| 1582 | while (groupIt3.hasMoreElements())
|
---|
| 1583 | {
|
---|
| 1584 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext();
|
---|
| 1585 |
|
---|
| 1586 | // Do transparents
|
---|
| 1587 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1588 |
|
---|
| 1589 | }// for each priority
|
---|
| 1590 |
|
---|
| 1591 | }
|
---|
| 1592 | //-----------------------------------------------------------------------
|
---|
| 1593 | void SceneManager::renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1594 | {
|
---|
| 1595 | static LightList nullLightList;
|
---|
| 1596 | // This is like the basic group render, except we skip all transparents
|
---|
| 1597 | // and we also render any non-shadowed objects
|
---|
| 1598 | // Note that non-shadow casters will have already been eliminated during
|
---|
| 1599 | // _findVisibleObjects
|
---|
| 1600 |
|
---|
| 1601 | // Iterate through priorities
|
---|
| 1602 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1603 |
|
---|
| 1604 | // Override auto param ambient to force vertex programs and fixed function to
|
---|
| 1605 | // use shadow colour
|
---|
| 1606 | mAutoParamDataSource.setAmbientLightColour(mShadowColour);
|
---|
| 1607 | mDestRenderSystem->setAmbientLight(mShadowColour.r, mShadowColour.g, mShadowColour.b);
|
---|
| 1608 |
|
---|
| 1609 | while (groupIt.hasMoreElements())
|
---|
| 1610 | {
|
---|
| 1611 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1612 |
|
---|
| 1613 | // Sort the queue first
|
---|
| 1614 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1615 |
|
---|
| 1616 | // Do solids, override light list incase any vertex programs use them
|
---|
| 1617 | renderObjects(pPriorityGrp->_getSolidPasses(), false, &nullLightList);
|
---|
| 1618 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), false, &nullLightList);
|
---|
| 1619 | // Do transparents that cast shadows
|
---|
| 1620 | renderTransparentShadowCasterObjects(
|
---|
| 1621 | pPriorityGrp->_getTransparentPasses(), false, &nullLightList);
|
---|
| 1622 |
|
---|
| 1623 |
|
---|
| 1624 | }// for each priority
|
---|
| 1625 |
|
---|
| 1626 | // reset ambient light
|
---|
| 1627 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
| 1628 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
| 1629 | }
|
---|
| 1630 | //-----------------------------------------------------------------------
|
---|
| 1631 | void SceneManager::renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1632 | {
|
---|
| 1633 | /* For each light, we need to render all the solids from each group,
|
---|
| 1634 | then do the modulative shadows, then render the transparents from
|
---|
| 1635 | each group.
|
---|
| 1636 | Now, this means we are going to reorder things more, but that it required
|
---|
| 1637 | if the shadows are to look correct. The overall order is preserved anyway,
|
---|
| 1638 | it's just that all the transparents are at the end instead of them being
|
---|
| 1639 | interleaved as in the normal rendering loop.
|
---|
| 1640 | */
|
---|
| 1641 | // Iterate through priorities
|
---|
| 1642 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1643 |
|
---|
| 1644 | while (groupIt.hasMoreElements())
|
---|
| 1645 | {
|
---|
| 1646 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1647 |
|
---|
| 1648 | // Sort the queue first
|
---|
| 1649 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1650 |
|
---|
| 1651 | // Do solids
|
---|
| 1652 | renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 1653 | renderObjects(pPriorityGrp->_getSolidPassesNoShadow(), true);
|
---|
| 1654 | }
|
---|
| 1655 |
|
---|
| 1656 |
|
---|
| 1657 | // Iterate over lights, render received shadows
|
---|
| 1658 | // only perform this if we're in the 'normal' render stage, to avoid
|
---|
| 1659 | // doing it during the render to texture
|
---|
| 1660 | if (mIlluminationStage == IRS_NONE)
|
---|
| 1661 | {
|
---|
| 1662 | mIlluminationStage = IRS_RENDER_MODULATIVE_PASS;
|
---|
| 1663 |
|
---|
| 1664 | LightList::iterator i, iend;
|
---|
| 1665 | ShadowTextureList::iterator si, siend;
|
---|
| 1666 | iend = mLightsAffectingFrustum.end();
|
---|
| 1667 | siend = mShadowTextures.end();
|
---|
| 1668 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin();
|
---|
| 1669 | i != iend && si != siend; ++i)
|
---|
| 1670 | {
|
---|
| 1671 | Light* l = *i;
|
---|
| 1672 |
|
---|
| 1673 | if (!l->getCastShadows())
|
---|
| 1674 | continue;
|
---|
| 1675 |
|
---|
| 1676 | mCurrentShadowTexture = *si;
|
---|
| 1677 | // Hook up receiver texture
|
---|
| 1678 | mShadowReceiverPass->getTextureUnitState(0)->setTextureName(
|
---|
| 1679 | mCurrentShadowTexture->getName());
|
---|
| 1680 | // Hook up projection frustum
|
---|
| 1681 | mShadowReceiverPass->getTextureUnitState(0)->setProjectiveTexturing(
|
---|
| 1682 | true, mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1683 | mAutoParamDataSource.setTextureProjector(
|
---|
| 1684 | mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1685 | // if this light is a spotlight, we need to add the spot fader layer
|
---|
| 1686 | if (l->getType() == Light::LT_SPOTLIGHT)
|
---|
| 1687 | {
|
---|
| 1688 | // Add spot fader if not present already
|
---|
| 1689 | if (mShadowReceiverPass->getNumTextureUnitStates() == 1)
|
---|
| 1690 | {
|
---|
| 1691 | TextureUnitState* t =
|
---|
| 1692 | mShadowReceiverPass->createTextureUnitState("spot_shadow_fade.png");
|
---|
| 1693 | t->setProjectiveTexturing(
|
---|
| 1694 | true, mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1695 | t->setColourOperation(LBO_ADD);
|
---|
| 1696 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 1697 | }
|
---|
| 1698 | else
|
---|
| 1699 | {
|
---|
| 1700 | // Just set projector
|
---|
| 1701 | TextureUnitState* t =
|
---|
| 1702 | mShadowReceiverPass->getTextureUnitState(1);
|
---|
| 1703 | t->setProjectiveTexturing(
|
---|
| 1704 | true, mCurrentShadowTexture->getViewport(0)->getCamera());
|
---|
| 1705 | }
|
---|
| 1706 | }
|
---|
| 1707 | else if (mShadowReceiverPass->getNumTextureUnitStates() > 1)
|
---|
| 1708 | {
|
---|
| 1709 | // remove spot fader layer
|
---|
| 1710 | mShadowReceiverPass->removeTextureUnitState(1);
|
---|
| 1711 |
|
---|
| 1712 | }
|
---|
| 1713 | mShadowReceiverPass->_load();
|
---|
| 1714 |
|
---|
| 1715 | if (l->getCastShadows() && pGroup->getShadowsEnabled())
|
---|
| 1716 | {
|
---|
| 1717 | renderTextureShadowReceiverQueueGroupObjects(pGroup);
|
---|
| 1718 | }
|
---|
| 1719 |
|
---|
| 1720 | ++si;
|
---|
| 1721 |
|
---|
| 1722 | }// for each light
|
---|
| 1723 |
|
---|
| 1724 | mIlluminationStage = IRS_NONE;
|
---|
| 1725 |
|
---|
| 1726 | }
|
---|
| 1727 |
|
---|
| 1728 | // Iterate again - variable name changed to appease gcc.
|
---|
| 1729 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator();
|
---|
| 1730 | while (groupIt3.hasMoreElements())
|
---|
| 1731 | {
|
---|
| 1732 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext();
|
---|
| 1733 |
|
---|
| 1734 | // Do transparents
|
---|
| 1735 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1736 |
|
---|
| 1737 | }// for each priority
|
---|
| 1738 |
|
---|
| 1739 | }
|
---|
| 1740 | //-----------------------------------------------------------------------
|
---|
| 1741 | void SceneManager::renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1742 | {
|
---|
| 1743 | static LightList nullLightList;
|
---|
| 1744 |
|
---|
| 1745 | // Iterate through priorities
|
---|
| 1746 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1747 |
|
---|
| 1748 | // Override auto param ambient to force vertex programs to go full-bright
|
---|
| 1749 | mAutoParamDataSource.setAmbientLightColour(ColourValue::White);
|
---|
| 1750 | mDestRenderSystem->setAmbientLight(1, 1, 1);
|
---|
| 1751 |
|
---|
| 1752 | while (groupIt.hasMoreElements())
|
---|
| 1753 | {
|
---|
| 1754 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1755 |
|
---|
| 1756 | // Do solids, override light list incase any vertex programs use them
|
---|
| 1757 | renderObjects(pPriorityGrp->_getSolidPasses(), false, &nullLightList);
|
---|
| 1758 |
|
---|
| 1759 | // Don't render transparents or passes which have shadow receipt disabled
|
---|
| 1760 |
|
---|
| 1761 | }// for each priority
|
---|
| 1762 |
|
---|
| 1763 | // reset ambient
|
---|
| 1764 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight);
|
---|
| 1765 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b);
|
---|
| 1766 |
|
---|
| 1767 | }
|
---|
| 1768 | //-----------------------------------------------------------------------
|
---|
| 1769 | bool SceneManager::validatePassForRendering(Pass* pass)
|
---|
| 1770 | {
|
---|
| 1771 | // Bypass if we're doing a texture shadow render and
|
---|
| 1772 | // this pass is after the first (only 1 pass needed for shadow texture)
|
---|
| 1773 | if ((mIlluminationStage == IRS_RENDER_TO_TEXTURE ||
|
---|
| 1774 | mIlluminationStage == IRS_RENDER_MODULATIVE_PASS) &&
|
---|
| 1775 | pass->getIndex() > 0)
|
---|
| 1776 | {
|
---|
| 1777 | return false;
|
---|
| 1778 | }
|
---|
| 1779 |
|
---|
| 1780 | return true;
|
---|
| 1781 | }
|
---|
| 1782 | //-----------------------------------------------------------------------
|
---|
| 1783 | bool SceneManager::validateRenderableForRendering(Pass* pass, Renderable* rend)
|
---|
| 1784 | {
|
---|
| 1785 | // Skip this renderable if we're doing texture shadows, it casts shadows
|
---|
| 1786 | // and we're doing the render receivers pass and we're not self-shadowing
|
---|
| 1787 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&
|
---|
| 1788 | mIlluminationStage == IRS_RENDER_MODULATIVE_PASS &&
|
---|
| 1789 | rend->getCastsShadows() && !mShadowTextureSelfShadow)
|
---|
| 1790 | {
|
---|
| 1791 | return false;
|
---|
| 1792 | }
|
---|
| 1793 |
|
---|
| 1794 | return true;
|
---|
| 1795 |
|
---|
| 1796 | }
|
---|
| 1797 | //-----------------------------------------------------------------------
|
---|
| 1798 | void SceneManager::renderObjects(
|
---|
| 1799 | const RenderPriorityGroup::SolidRenderablePassMap& objs, bool doLightIteration,
|
---|
| 1800 | const LightList* manualLightList)
|
---|
| 1801 | {
|
---|
| 1802 | // ----- SOLIDS LOOP -----
|
---|
| 1803 | RenderPriorityGroup::SolidRenderablePassMap::const_iterator ipass, ipassend;
|
---|
| 1804 | ipassend = objs.end();
|
---|
| 1805 | for (ipass = objs.begin(); ipass != ipassend; ++ipass)
|
---|
| 1806 | {
|
---|
| 1807 | // Fast bypass if this group is now empty
|
---|
| 1808 | if (ipass->second->empty()) continue;
|
---|
| 1809 |
|
---|
| 1810 | // Give SM a chance to eliminate this pass
|
---|
| 1811 | if (!validatePassForRendering(ipass->first))
|
---|
| 1812 | continue;
|
---|
| 1813 |
|
---|
| 1814 | // For solids, we try to do each pass in turn
|
---|
| 1815 | Pass* usedPass = setPass(ipass->first);
|
---|
| 1816 | RenderPriorityGroup::RenderableList* rendList = ipass->second;
|
---|
| 1817 | RenderPriorityGroup::RenderableList::const_iterator irend, irendend;
|
---|
| 1818 | irendend = rendList->end();
|
---|
| 1819 | for (irend = rendList->begin(); irend != irendend; ++irend)
|
---|
| 1820 | {
|
---|
| 1821 | // Give SM a chance to eliminate
|
---|
| 1822 | if (!validateRenderableForRendering(ipass->first, *irend))
|
---|
| 1823 | continue;
|
---|
| 1824 | // Render a single object, this will set up auto params if required
|
---|
| 1825 | renderSingleObject(*irend, usedPass, doLightIteration, manualLightList);
|
---|
| 1826 | }
|
---|
| 1827 | }
|
---|
| 1828 | }
|
---|
| 1829 | //-----------------------------------------------------------------------
|
---|
| 1830 | void SceneManager::renderObjects(
|
---|
| 1831 | const RenderPriorityGroup::TransparentRenderablePassList& objs, bool doLightIteration,
|
---|
| 1832 | const LightList* manualLightList)
|
---|
| 1833 | {
|
---|
| 1834 | // ----- TRANSPARENT LOOP -----
|
---|
| 1835 | // This time we render by Z, not by pass
|
---|
| 1836 | // The mTransparentObjects set needs to be ordered first
|
---|
| 1837 | // Render each non-transparent entity in turn, grouped by material
|
---|
| 1838 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator itrans, itransend;
|
---|
| 1839 |
|
---|
| 1840 | itransend = objs.end();
|
---|
| 1841 | for (itrans = objs.begin();
|
---|
| 1842 | itrans != itransend; ++itrans)
|
---|
| 1843 | {
|
---|
| 1844 | // For transparents, we have to accept that we can't sort entirely by pass
|
---|
| 1845 | setPass(itrans->pass);
|
---|
| 1846 | renderSingleObject(itrans->renderable, itrans->pass, doLightIteration,
|
---|
| 1847 | manualLightList);
|
---|
| 1848 | }
|
---|
| 1849 |
|
---|
| 1850 | }
|
---|
| 1851 | //-----------------------------------------------------------------------
|
---|
| 1852 | void SceneManager::renderQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1853 | {
|
---|
| 1854 | if (pGroup->getShadowsEnabled() &&
|
---|
| 1855 | mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
| 1856 | {
|
---|
| 1857 | // Additive stencil shadows in use
|
---|
| 1858 | renderAdditiveStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 1859 | }
|
---|
| 1860 | else if (pGroup->getShadowsEnabled() &&
|
---|
| 1861 | mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
| 1862 | {
|
---|
| 1863 | // Modulative stencil shadows in use
|
---|
| 1864 | renderModulativeStencilShadowedQueueGroupObjects(pGroup);
|
---|
| 1865 | }
|
---|
| 1866 | else if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 1867 | {
|
---|
| 1868 | // Modulative texture shadows in use
|
---|
| 1869 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE)
|
---|
| 1870 | {
|
---|
| 1871 | // Shadow caster pass
|
---|
| 1872 | if (pGroup->getShadowsEnabled())
|
---|
| 1873 | renderTextureShadowCasterQueueGroupObjects(pGroup);
|
---|
| 1874 | }
|
---|
| 1875 | else
|
---|
| 1876 | {
|
---|
| 1877 | // Ordinary pass
|
---|
| 1878 | renderModulativeTextureShadowedQueueGroupObjects(pGroup);
|
---|
| 1879 | }
|
---|
| 1880 | }
|
---|
| 1881 | else
|
---|
| 1882 | {
|
---|
| 1883 | // No shadows, ordinary pass
|
---|
| 1884 | renderBasicQueueGroupObjects(pGroup);
|
---|
| 1885 | }
|
---|
| 1886 |
|
---|
| 1887 |
|
---|
| 1888 | }
|
---|
| 1889 | //-----------------------------------------------------------------------
|
---|
| 1890 | void SceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup)
|
---|
| 1891 | {
|
---|
| 1892 | // Basic render loop
|
---|
| 1893 | // Iterate through priorities
|
---|
| 1894 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator();
|
---|
| 1895 |
|
---|
| 1896 | while (groupIt.hasMoreElements())
|
---|
| 1897 | {
|
---|
| 1898 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext();
|
---|
| 1899 |
|
---|
| 1900 | // Sort the queue first
|
---|
| 1901 | pPriorityGrp->sort(mCameraInProgress);
|
---|
| 1902 |
|
---|
| 1903 | // Do solids
|
---|
| 1904 | renderObjects(pPriorityGrp->_getSolidPasses(), true);
|
---|
| 1905 | // Do transparents
|
---|
| 1906 | renderObjects(pPriorityGrp->_getTransparentPasses(), true);
|
---|
| 1907 |
|
---|
| 1908 |
|
---|
| 1909 | }// for each priority
|
---|
| 1910 | }
|
---|
| 1911 | //-----------------------------------------------------------------------
|
---|
| 1912 | void SceneManager::renderTransparentShadowCasterObjects(
|
---|
| 1913 | const RenderPriorityGroup::TransparentRenderablePassList& objs, bool doLightIteration,
|
---|
| 1914 | const LightList* manualLightList)
|
---|
| 1915 | {
|
---|
| 1916 | // ----- TRANSPARENT LOOP as in renderObjects above, but changed a bit -----
|
---|
| 1917 | RenderPriorityGroup::TransparentRenderablePassList::const_iterator itrans, itransend;
|
---|
| 1918 |
|
---|
| 1919 | itransend = objs.end();
|
---|
[193] | 1920 | for (itrans = objs.begin();
|
---|
| 1921 | itrans != itransend; ++itrans)
|
---|
[131] | 1922 | {
|
---|
| 1923 | Renderable *r = itrans->renderable;
|
---|
| 1924 | Pass *p = itrans->pass;
|
---|
| 1925 |
|
---|
| 1926 | // only render this pass if it's being forced to cast shadows
|
---|
| 1927 | if (p->getParent()->getParent()->getTransparencyCastsShadows())
|
---|
| 1928 | {
|
---|
| 1929 | setPass(p);
|
---|
| 1930 | renderSingleObject(itrans->renderable, p, doLightIteration, manualLightList);
|
---|
| 1931 | }
|
---|
[61] | 1932 | }
|
---|
[131] | 1933 | }
|
---|
| 1934 | //-----------------------------------------------------------------------
|
---|
| 1935 | void SceneManager::renderSingleObject(Renderable* rend, Pass* pass,
|
---|
| 1936 | bool doLightIteration, const LightList* manualLightList)
|
---|
| 1937 | {
|
---|
| 1938 | static Matrix4 xform[256];
|
---|
| 1939 | unsigned short numMatrices;
|
---|
| 1940 | static bool normalisedNormals = false;
|
---|
[193] | 1941 | SceneDetailLevel camDetailLevel = mCameraInProgress->getDetailLevel();
|
---|
[131] | 1942 | static SceneDetailLevel lastDetailLevel = camDetailLevel;
|
---|
| 1943 | static RenderOperation ro;
|
---|
| 1944 | static LightList localLightList;
|
---|
| 1945 |
|
---|
| 1946 | if (pass->isProgrammable())
|
---|
| 1947 | {
|
---|
| 1948 | // Tell auto params object about the renderable change
|
---|
| 1949 | mAutoParamDataSource.setCurrentRenderable(rend);
|
---|
| 1950 | pass->_updateAutoParamsNoLights(mAutoParamDataSource);
|
---|
| 1951 | }
|
---|
| 1952 |
|
---|
| 1953 | // Set world transformation
|
---|
| 1954 | rend->getWorldTransforms(xform);
|
---|
| 1955 | numMatrices = rend->getNumWorldTransforms();
|
---|
| 1956 | if (numMatrices > 1)
|
---|
| 1957 | {
|
---|
| 1958 | mDestRenderSystem->_setWorldMatrices(xform, numMatrices);
|
---|
| 1959 | }
|
---|
| 1960 | else
|
---|
| 1961 | {
|
---|
| 1962 | mDestRenderSystem->_setWorldMatrix(*xform);
|
---|
| 1963 | }
|
---|
| 1964 |
|
---|
| 1965 | // Issue view / projection changes if any
|
---|
| 1966 | useRenderableViewProjMode(rend);
|
---|
| 1967 |
|
---|
| 1968 | // Reissue any texture gen settings which are dependent on view matrix
|
---|
| 1969 | Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
|
---|
| 1970 | size_t unit = 0;
|
---|
| 1971 | while(texIter.hasMoreElements())
|
---|
| 1972 | {
|
---|
| 1973 | TextureUnitState* pTex = texIter.getNext();
|
---|
| 1974 | if (pTex->hasViewRelativeTextureCoordinateGeneration())
|
---|
| 1975 | {
|
---|
| 1976 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex);
|
---|
| 1977 | }
|
---|
| 1978 | ++unit;
|
---|
| 1979 | }
|
---|
| 1980 |
|
---|
| 1981 |
|
---|
| 1982 | // Sort out normalisation
|
---|
| 1983 | bool thisNormalise = rend->getNormaliseNormals();
|
---|
| 1984 | if (thisNormalise != normalisedNormals)
|
---|
| 1985 | {
|
---|
| 1986 | mDestRenderSystem->setNormaliseNormals(thisNormalise);
|
---|
| 1987 | normalisedNormals = thisNormalise;
|
---|
| 1988 | }
|
---|
| 1989 |
|
---|
| 1990 | // Set up the solid / wireframe override
|
---|
| 1991 | SceneDetailLevel reqDetail = rend->getRenderDetail();
|
---|
[193] | 1992 | if (rend->getRenderDetailOverrideable())
|
---|
[131] | 1993 | {
|
---|
[193] | 1994 | // check camera detial only when render detail is overridable
|
---|
[131] | 1995 | if (reqDetail > camDetailLevel)
|
---|
| 1996 | {
|
---|
| 1997 | // only downgrade detail; if cam says wireframe we don't go up to solid
|
---|
| 1998 | reqDetail = camDetailLevel;
|
---|
| 1999 | }
|
---|
[193] | 2000 | }
|
---|
| 2001 | if (reqDetail != lastDetailLevel)
|
---|
| 2002 | {
|
---|
[131] | 2003 | mDestRenderSystem->_setRasterisationMode(reqDetail);
|
---|
| 2004 | lastDetailLevel = reqDetail;
|
---|
| 2005 |
|
---|
| 2006 | }
|
---|
| 2007 |
|
---|
| 2008 | mDestRenderSystem->setClipPlanes(rend->getClipPlanes());
|
---|
| 2009 |
|
---|
| 2010 | // Set up rendering operation
|
---|
| 2011 | rend->getRenderOperation(ro);
|
---|
| 2012 | ro.srcRenderable = rend;
|
---|
| 2013 |
|
---|
| 2014 | if (doLightIteration)
|
---|
| 2015 | {
|
---|
| 2016 | // Here's where we issue the rendering operation to the render system
|
---|
| 2017 | // Note that we may do this once per light, therefore it's in a loop
|
---|
| 2018 | // and the light parameters are updated once per traversal through the
|
---|
| 2019 | // loop
|
---|
| 2020 | const LightList& rendLightList = rend->getLights();
|
---|
| 2021 | bool iteratePerLight = pass->getRunOncePerLight();
|
---|
| 2022 | size_t numIterations = iteratePerLight ? rendLightList.size() : 1;
|
---|
| 2023 | const LightList* pLightListToUse;
|
---|
| 2024 | for (size_t i = 0; i < numIterations; ++i)
|
---|
| 2025 | {
|
---|
| 2026 | // Determine light list to use
|
---|
| 2027 | if (iteratePerLight)
|
---|
| 2028 | {
|
---|
| 2029 | // Change the only element of local light list to be
|
---|
| 2030 | // the light at index i
|
---|
| 2031 | localLightList.clear();
|
---|
| 2032 | // Check whether we need to filter this one out
|
---|
| 2033 | if (pass->getRunOnlyForOneLightType() &&
|
---|
| 2034 | pass->getOnlyLightType() != rendLightList[i]->getType())
|
---|
| 2035 | {
|
---|
| 2036 | // Skip
|
---|
| 2037 | continue;
|
---|
| 2038 | }
|
---|
| 2039 |
|
---|
| 2040 | localLightList.push_back(rendLightList[i]);
|
---|
| 2041 | pLightListToUse = &localLightList;
|
---|
| 2042 | }
|
---|
| 2043 | else
|
---|
| 2044 | {
|
---|
| 2045 | // Use complete light list
|
---|
| 2046 | pLightListToUse = &rendLightList;
|
---|
| 2047 | }
|
---|
| 2048 |
|
---|
| 2049 | // Do we need to update GPU program parameters?
|
---|
| 2050 | if (pass->isProgrammable())
|
---|
| 2051 | {
|
---|
| 2052 | // Update any automatic gpu params for lights
|
---|
| 2053 | // Other bits of information will have to be looked up
|
---|
| 2054 | mAutoParamDataSource.setCurrentLightList(pLightListToUse);
|
---|
| 2055 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource);
|
---|
| 2056 | // NOTE: We MUST bind parameters AFTER updating the autos
|
---|
| 2057 | // TEST
|
---|
| 2058 | if (pass->hasVertexProgram())
|
---|
| 2059 | {
|
---|
| 2060 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM,
|
---|
| 2061 | pass->getVertexProgramParameters());
|
---|
| 2062 | }
|
---|
| 2063 | if (pass->hasFragmentProgram())
|
---|
| 2064 | {
|
---|
| 2065 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
|
---|
| 2066 | pass->getFragmentProgramParameters());
|
---|
| 2067 | }
|
---|
| 2068 | }
|
---|
| 2069 | // Do we need to update light states?
|
---|
| 2070 | // Only do this if fixed-function vertex lighting applies
|
---|
| 2071 | if (pass->getLightingEnabled() &&
|
---|
| 2072 | (!pass->hasVertexProgram() || pass->getVertexProgram()->getPassSurfaceAndLightStates()))
|
---|
| 2073 | {
|
---|
| 2074 | mDestRenderSystem->_useLights(*pLightListToUse, pass->getMaxSimultaneousLights());
|
---|
| 2075 | }
|
---|
| 2076 | // issue the render op
|
---|
| 2077 | mDestRenderSystem->_render(ro);
|
---|
| 2078 | } // possibly iterate per light
|
---|
| 2079 | }
|
---|
| 2080 | else // no automatic light processing
|
---|
| 2081 | {
|
---|
| 2082 | // Do we need to update GPU program parameters?
|
---|
| 2083 | if (pass->isProgrammable())
|
---|
| 2084 | {
|
---|
| 2085 | // Do we have a manual light list?
|
---|
| 2086 | if (manualLightList)
|
---|
| 2087 | {
|
---|
| 2088 | // Update any automatic gpu params for lights
|
---|
| 2089 | mAutoParamDataSource.setCurrentLightList(manualLightList);
|
---|
| 2090 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource);
|
---|
| 2091 | }
|
---|
| 2092 |
|
---|
| 2093 | if (pass->hasVertexProgram())
|
---|
| 2094 | {
|
---|
| 2095 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM,
|
---|
| 2096 | pass->getVertexProgramParameters());
|
---|
| 2097 | }
|
---|
| 2098 | if (pass->hasFragmentProgram())
|
---|
| 2099 | {
|
---|
| 2100 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
|
---|
| 2101 | pass->getFragmentProgramParameters());
|
---|
| 2102 | }
|
---|
| 2103 | }
|
---|
| 2104 |
|
---|
| 2105 | // Use manual lights if present, and fixed-function vertex lighting applies
|
---|
| 2106 | if (manualLightList &&
|
---|
| 2107 | pass->getLightingEnabled() &&
|
---|
| 2108 | (!pass->hasVertexProgram() || pass->getVertexProgram()->getPassSurfaceAndLightStates()))
|
---|
| 2109 | {
|
---|
| 2110 | mDestRenderSystem->_useLights(*manualLightList, pass->getMaxSimultaneousLights());
|
---|
| 2111 | }
|
---|
| 2112 | // issue the render op
|
---|
| 2113 | mDestRenderSystem->_render(ro);
|
---|
| 2114 | }
|
---|
| 2115 | }
|
---|
| 2116 | //-----------------------------------------------------------------------
|
---|
| 2117 | void SceneManager::setAmbientLight(const ColourValue& colour)
|
---|
| 2118 | {
|
---|
| 2119 | mAmbientLight = colour;
|
---|
| 2120 | mDestRenderSystem->setAmbientLight(colour.r, colour.g, colour.b);
|
---|
| 2121 | }
|
---|
| 2122 | //-----------------------------------------------------------------------
|
---|
| 2123 | const ColourValue& SceneManager::getAmbientLight(void) const
|
---|
| 2124 | {
|
---|
| 2125 | return mAmbientLight;
|
---|
| 2126 | }
|
---|
| 2127 | //-----------------------------------------------------------------------
|
---|
| 2128 | ViewPoint SceneManager::getSuggestedViewpoint(bool random)
|
---|
| 2129 | {
|
---|
| 2130 | // By default return the origin
|
---|
| 2131 | ViewPoint vp;
|
---|
| 2132 | vp.position = Vector3::ZERO;
|
---|
| 2133 | vp.orientation = Quaternion::IDENTITY;
|
---|
| 2134 | return vp;
|
---|
| 2135 | }
|
---|
| 2136 | //-----------------------------------------------------------------------
|
---|
| 2137 | void SceneManager::setFog(FogMode mode, const ColourValue& colour, Real density, Real start, Real end)
|
---|
| 2138 | {
|
---|
| 2139 | mFogMode = mode;
|
---|
| 2140 | mFogColour = colour;
|
---|
| 2141 | mFogStart = start;
|
---|
| 2142 | mFogEnd = end;
|
---|
| 2143 | mFogDensity = density;
|
---|
| 2144 | }
|
---|
| 2145 | //-----------------------------------------------------------------------
|
---|
| 2146 | FogMode SceneManager::getFogMode(void) const
|
---|
| 2147 | {
|
---|
| 2148 | return mFogMode;
|
---|
| 2149 | }
|
---|
| 2150 | //-----------------------------------------------------------------------
|
---|
| 2151 | const ColourValue& SceneManager::getFogColour(void) const
|
---|
| 2152 | {
|
---|
| 2153 | return mFogColour;
|
---|
| 2154 | }
|
---|
| 2155 | //-----------------------------------------------------------------------
|
---|
| 2156 | Real SceneManager::getFogStart(void) const
|
---|
| 2157 | {
|
---|
| 2158 | return mFogStart;
|
---|
| 2159 | }
|
---|
| 2160 | //-----------------------------------------------------------------------
|
---|
| 2161 | Real SceneManager::getFogEnd(void) const
|
---|
| 2162 | {
|
---|
| 2163 | return mFogEnd;
|
---|
| 2164 | }
|
---|
| 2165 | //-----------------------------------------------------------------------
|
---|
| 2166 | Real SceneManager::getFogDensity(void) const
|
---|
| 2167 | {
|
---|
| 2168 | return mFogDensity;
|
---|
| 2169 | }
|
---|
| 2170 | //-----------------------------------------------------------------------
|
---|
| 2171 | BillboardSet* SceneManager::createBillboardSet(const String& name, unsigned int poolSize)
|
---|
| 2172 | {
|
---|
| 2173 | // Check name not used
|
---|
| 2174 | if (mBillboardSets.find(name) != mBillboardSets.end())
|
---|
| 2175 | {
|
---|
| 2176 | OGRE_EXCEPT(
|
---|
| 2177 | Exception::ERR_DUPLICATE_ITEM,
|
---|
| 2178 | "A billboard set with the name " + name + " already exists",
|
---|
| 2179 | "SceneManager::createBillboardSet" );
|
---|
| 2180 | }
|
---|
| 2181 |
|
---|
| 2182 | BillboardSet* set = new BillboardSet( name, poolSize );
|
---|
| 2183 | mBillboardSets[name] = set;//.insert(BillboardSetList::value_type(name, set));
|
---|
| 2184 |
|
---|
| 2185 | return set;
|
---|
| 2186 | }
|
---|
| 2187 | //-----------------------------------------------------------------------
|
---|
| 2188 | BillboardSet* SceneManager::getBillboardSet(const String& name)
|
---|
| 2189 | {
|
---|
| 2190 | BillboardSetList::iterator i = mBillboardSets.find(name);
|
---|
| 2191 | if (i == mBillboardSets.end())
|
---|
| 2192 | {
|
---|
| 2193 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2194 | "Cannot find BillboardSet with name " + name,
|
---|
| 2195 | "SceneManager::getBillboardSet");
|
---|
| 2196 | }
|
---|
| 2197 | else
|
---|
| 2198 | {
|
---|
| 2199 | return i->second;
|
---|
| 2200 | }
|
---|
| 2201 | }
|
---|
| 2202 | //-----------------------------------------------------------------------
|
---|
| 2203 | void SceneManager::removeBillboardSet(BillboardSet* set)
|
---|
| 2204 | {
|
---|
| 2205 | // Find in list
|
---|
| 2206 | BillboardSetList::iterator i = mBillboardSets.begin();
|
---|
| 2207 | for (; i != mBillboardSets.end(); ++i)
|
---|
| 2208 | {
|
---|
| 2209 | if (i->second == set)
|
---|
| 2210 | {
|
---|
| 2211 | mBillboardSets.erase(i);
|
---|
| 2212 | delete set;
|
---|
| 2213 | break;
|
---|
| 2214 | }
|
---|
| 2215 | }
|
---|
| 2216 |
|
---|
| 2217 | }
|
---|
| 2218 | //-----------------------------------------------------------------------
|
---|
| 2219 | void SceneManager::removeBillboardSet(const String& name)
|
---|
| 2220 | {
|
---|
| 2221 | // Find in list
|
---|
| 2222 | BillboardSetList::iterator i = mBillboardSets.find(name);
|
---|
| 2223 | if (i != mBillboardSets.end())
|
---|
| 2224 | {
|
---|
| 2225 | delete i->second;
|
---|
| 2226 | mBillboardSets.erase(i);
|
---|
| 2227 | }
|
---|
| 2228 | }
|
---|
| 2229 | //-----------------------------------------------------------------------
|
---|
| 2230 | void SceneManager::setDisplaySceneNodes(bool display)
|
---|
| 2231 | {
|
---|
| 2232 | mDisplayNodes = display;
|
---|
| 2233 | }
|
---|
| 2234 | //-----------------------------------------------------------------------
|
---|
| 2235 | Animation* SceneManager::createAnimation(const String& name, Real length)
|
---|
| 2236 | {
|
---|
| 2237 | // Check name not used
|
---|
| 2238 | if (mAnimationsList.find(name) != mAnimationsList.end())
|
---|
| 2239 | {
|
---|
| 2240 | OGRE_EXCEPT(
|
---|
| 2241 | Exception::ERR_DUPLICATE_ITEM,
|
---|
| 2242 | "An animation with the name " + name + " already exists",
|
---|
| 2243 | "SceneManager::createAnimation" );
|
---|
| 2244 | }
|
---|
| 2245 |
|
---|
| 2246 | Animation* pAnim = new Animation(name, length);
|
---|
| 2247 | mAnimationsList[name] = pAnim;
|
---|
| 2248 | return pAnim;
|
---|
| 2249 | }
|
---|
| 2250 | //-----------------------------------------------------------------------
|
---|
| 2251 | Animation* SceneManager::getAnimation(const String& name) const
|
---|
| 2252 | {
|
---|
| 2253 | AnimationList::const_iterator i = mAnimationsList.find(name);
|
---|
| 2254 | if (i == mAnimationsList.end())
|
---|
| 2255 | {
|
---|
| 2256 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2257 | "Cannot find animation with name " + name,
|
---|
| 2258 | "SceneManager::getAnimation");
|
---|
| 2259 | }
|
---|
| 2260 | return i->second;
|
---|
| 2261 | }
|
---|
| 2262 | //-----------------------------------------------------------------------
|
---|
| 2263 | void SceneManager::destroyAnimation(const String& name)
|
---|
| 2264 | {
|
---|
| 2265 | // Also destroy any animation states referencing this animation
|
---|
| 2266 | AnimationStateSet::iterator si, siend;
|
---|
| 2267 | siend = mAnimationStates.end();
|
---|
| 2268 | for (si = mAnimationStates.begin(); si != siend; )
|
---|
| 2269 | {
|
---|
| 2270 | if (si->second.getAnimationName() == name)
|
---|
| 2271 | {
|
---|
| 2272 | // erase, post increment to avoid the invalidated iterator
|
---|
| 2273 | mAnimationStates.erase(si++);
|
---|
| 2274 | }
|
---|
| 2275 | else
|
---|
| 2276 | {
|
---|
| 2277 | ++si;
|
---|
| 2278 | }
|
---|
| 2279 | }
|
---|
| 2280 |
|
---|
| 2281 | AnimationList::iterator i = mAnimationsList.find(name);
|
---|
| 2282 | if (i == mAnimationsList.end())
|
---|
| 2283 | {
|
---|
| 2284 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2285 | "Cannot find animation with name " + name,
|
---|
| 2286 | "SceneManager::getAnimation");
|
---|
| 2287 | }
|
---|
| 2288 |
|
---|
| 2289 | // Free memory
|
---|
| 2290 | delete i->second;
|
---|
| 2291 |
|
---|
| 2292 | mAnimationsList.erase(i);
|
---|
| 2293 |
|
---|
| 2294 |
|
---|
| 2295 | }
|
---|
| 2296 | //-----------------------------------------------------------------------
|
---|
| 2297 | void SceneManager::destroyAllAnimations(void)
|
---|
| 2298 | {
|
---|
| 2299 | // Destroy all states too, since they cannot reference destroyed animations
|
---|
| 2300 | destroyAllAnimationStates();
|
---|
| 2301 |
|
---|
| 2302 | AnimationList::iterator i;
|
---|
| 2303 | for (i = mAnimationsList.begin(); i != mAnimationsList.end(); ++i)
|
---|
| 2304 | {
|
---|
| 2305 | // destroy
|
---|
| 2306 | delete i->second;
|
---|
| 2307 | }
|
---|
| 2308 | mAnimationsList.clear();
|
---|
| 2309 | }
|
---|
| 2310 | //-----------------------------------------------------------------------
|
---|
| 2311 | AnimationState* SceneManager::createAnimationState(const String& animName)
|
---|
| 2312 | {
|
---|
| 2313 | if (mAnimationStates.find(animName) != mAnimationStates.end())
|
---|
| 2314 | {
|
---|
| 2315 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
| 2316 | "Cannot create, AnimationState already exists: "+animName,
|
---|
| 2317 | "SceneManager::createAnimationState");
|
---|
| 2318 | }
|
---|
| 2319 |
|
---|
| 2320 | // Get animation, this will throw an exception if not found
|
---|
| 2321 | Animation* anim = getAnimation(animName);
|
---|
| 2322 |
|
---|
| 2323 | // Create new state
|
---|
| 2324 | AnimationState newState(animName, 0, anim->getLength());
|
---|
| 2325 |
|
---|
| 2326 | // Record it
|
---|
| 2327 | std::pair<AnimationStateSet::iterator, bool> retPair =
|
---|
| 2328 | mAnimationStates.insert(AnimationStateSet::value_type(animName, newState));
|
---|
| 2329 |
|
---|
| 2330 | // Check boolean return
|
---|
| 2331 | if (retPair.second)
|
---|
| 2332 | {
|
---|
| 2333 | // insert was OK
|
---|
| 2334 | // Get pointer from iterator in pair
|
---|
| 2335 | return &(retPair.first->second);
|
---|
| 2336 | }
|
---|
| 2337 | else
|
---|
| 2338 | {
|
---|
| 2339 | // Problem
|
---|
| 2340 | // Not because of duplicate item, that's checked for above
|
---|
| 2341 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Unexpected error creating new animation state.",
|
---|
| 2342 | "SceneManager::createAnimationState");
|
---|
| 2343 | }
|
---|
| 2344 |
|
---|
| 2345 |
|
---|
| 2346 | }
|
---|
| 2347 | //-----------------------------------------------------------------------
|
---|
| 2348 | AnimationState* SceneManager::getAnimationState(const String& animName)
|
---|
| 2349 | {
|
---|
| 2350 | AnimationStateSet::iterator i = mAnimationStates.find(animName);
|
---|
| 2351 |
|
---|
| 2352 | if (i == mAnimationStates.end())
|
---|
| 2353 | {
|
---|
| 2354 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2355 | "Cannot locate animation state for animation " + animName,
|
---|
| 2356 | "SceneManager::getAnimationState");
|
---|
| 2357 | }
|
---|
| 2358 |
|
---|
| 2359 | return &(i->second);
|
---|
| 2360 |
|
---|
| 2361 | }
|
---|
| 2362 | //-----------------------------------------------------------------------
|
---|
| 2363 | void SceneManager::destroyAnimationState(const String& name)
|
---|
| 2364 | {
|
---|
| 2365 | AnimationStateSet::iterator i = mAnimationStates.find(name);
|
---|
| 2366 |
|
---|
| 2367 | if (i == mAnimationStates.end())
|
---|
| 2368 | {
|
---|
| 2369 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 2370 | "Cannot locate animation state for animation " + name,
|
---|
| 2371 | "SceneManager::destroyAnimationState");
|
---|
| 2372 | }
|
---|
| 2373 |
|
---|
| 2374 | mAnimationStates.erase(i);
|
---|
| 2375 |
|
---|
| 2376 |
|
---|
| 2377 | }
|
---|
| 2378 | //-----------------------------------------------------------------------
|
---|
| 2379 | void SceneManager::destroyAllAnimationStates(void)
|
---|
| 2380 | {
|
---|
| 2381 | mAnimationStates.clear();
|
---|
| 2382 | }
|
---|
| 2383 | //-----------------------------------------------------------------------
|
---|
| 2384 | void SceneManager::_applySceneAnimations(void)
|
---|
| 2385 | {
|
---|
| 2386 | AnimationStateSet::const_iterator i, iend;
|
---|
| 2387 |
|
---|
| 2388 | i = mAnimationStates.begin();
|
---|
| 2389 | iend = mAnimationStates.end();
|
---|
| 2390 |
|
---|
| 2391 | for (;i != iend; ++i)
|
---|
| 2392 | {
|
---|
| 2393 | if (i->second.getEnabled())
|
---|
| 2394 | {
|
---|
| 2395 | Animation* anim = getAnimation(i->second.getAnimationName());
|
---|
| 2396 |
|
---|
| 2397 | // Reset any nodes involved
|
---|
| 2398 | // NB this excludes blended animations
|
---|
| 2399 | const Animation::TrackList& trackList = anim->_getTrackList();
|
---|
| 2400 | Animation::TrackList::const_iterator ti, tend;
|
---|
| 2401 | ti = trackList.begin();
|
---|
| 2402 | tend = trackList.end();
|
---|
| 2403 | for (;ti != tend; ++ti)
|
---|
| 2404 | {
|
---|
| 2405 | Node* nd = ti->second->getAssociatedNode();
|
---|
| 2406 | nd->resetToInitialState();
|
---|
| 2407 | }
|
---|
| 2408 |
|
---|
| 2409 |
|
---|
| 2410 | // Apply the animation
|
---|
| 2411 | anim->apply(i->second.getTimePosition(), i->second.getWeight());
|
---|
| 2412 | }
|
---|
| 2413 | }
|
---|
| 2414 |
|
---|
| 2415 |
|
---|
| 2416 | }
|
---|
| 2417 | //---------------------------------------------------------------------
|
---|
| 2418 | void SceneManager::manualRender(RenderOperation* rend,
|
---|
| 2419 | Pass* pass, Viewport* vp, const Matrix4& worldMatrix,
|
---|
| 2420 | const Matrix4& viewMatrix, const Matrix4& projMatrix,
|
---|
| 2421 | bool doBeginEndFrame)
|
---|
| 2422 | {
|
---|
| 2423 | mDestRenderSystem->_setViewport(vp);
|
---|
| 2424 | mDestRenderSystem->_setWorldMatrix(worldMatrix);
|
---|
| 2425 | mDestRenderSystem->_setViewMatrix(viewMatrix);
|
---|
| 2426 | mDestRenderSystem->_setProjectionMatrix(projMatrix);
|
---|
| 2427 |
|
---|
| 2428 | if (doBeginEndFrame)
|
---|
| 2429 | mDestRenderSystem->_beginFrame();
|
---|
| 2430 |
|
---|
| 2431 | setPass(pass);
|
---|
| 2432 | mDestRenderSystem->_render(*rend);
|
---|
| 2433 |
|
---|
| 2434 | if (doBeginEndFrame)
|
---|
| 2435 | mDestRenderSystem->_endFrame();
|
---|
| 2436 |
|
---|
| 2437 | }
|
---|
| 2438 | //---------------------------------------------------------------------
|
---|
| 2439 | void SceneManager::useRenderableViewProjMode(Renderable* pRend)
|
---|
| 2440 | {
|
---|
| 2441 | // Check view matrix
|
---|
| 2442 | static bool lastViewWasIdentity = false;
|
---|
| 2443 | bool useIdentityView = pRend->useIdentityView();
|
---|
| 2444 | if (useIdentityView && (mCamChanged || !lastViewWasIdentity))
|
---|
| 2445 | {
|
---|
| 2446 | // Using identity view now, change it
|
---|
| 2447 | mDestRenderSystem->_setViewMatrix(Matrix4::IDENTITY);
|
---|
| 2448 | lastViewWasIdentity = true;
|
---|
| 2449 | }
|
---|
| 2450 | else if (!useIdentityView && (mCamChanged || lastViewWasIdentity))
|
---|
| 2451 | {
|
---|
| 2452 | // Coming back to normal from identity view
|
---|
| 2453 | mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix());
|
---|
| 2454 | lastViewWasIdentity = false;
|
---|
| 2455 | }
|
---|
| 2456 |
|
---|
| 2457 | static bool lastProjWasIdentity = false;
|
---|
| 2458 | bool useIdentityProj = pRend->useIdentityProjection();
|
---|
| 2459 |
|
---|
| 2460 | if (useIdentityProj && (mCamChanged || !lastProjWasIdentity))
|
---|
| 2461 | {
|
---|
| 2462 | mDestRenderSystem->_setProjectionMatrix(Matrix4::IDENTITY);
|
---|
| 2463 |
|
---|
| 2464 | lastProjWasIdentity = true;
|
---|
| 2465 | }
|
---|
| 2466 | else if (!useIdentityProj && (mCamChanged || lastProjWasIdentity))
|
---|
| 2467 | {
|
---|
| 2468 | // Coming back from flat projection
|
---|
| 2469 | mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrix());
|
---|
| 2470 | lastProjWasIdentity = false;
|
---|
| 2471 | }
|
---|
| 2472 |
|
---|
| 2473 | mCamChanged = false;
|
---|
| 2474 |
|
---|
| 2475 | }
|
---|
| 2476 |
|
---|
| 2477 | //---------------------------------------------------------------------
|
---|
| 2478 | void SceneManager::_queueSkiesForRendering(Camera* cam)
|
---|
| 2479 | {
|
---|
| 2480 | // Update nodes
|
---|
| 2481 | // Translate the box by the camera position (constant distance)
|
---|
| 2482 | if (mSkyPlaneNode)
|
---|
| 2483 | {
|
---|
| 2484 | // The plane position relative to the camera has already been set up
|
---|
| 2485 | mSkyPlaneNode->setPosition(cam->getDerivedPosition());
|
---|
| 2486 | }
|
---|
| 2487 |
|
---|
| 2488 | if (mSkyBoxNode)
|
---|
| 2489 | {
|
---|
| 2490 | mSkyBoxNode->setPosition(cam->getDerivedPosition());
|
---|
| 2491 | }
|
---|
| 2492 |
|
---|
| 2493 | if (mSkyDomeNode)
|
---|
| 2494 | {
|
---|
| 2495 | mSkyDomeNode->setPosition(cam->getDerivedPosition());
|
---|
| 2496 | }
|
---|
| 2497 |
|
---|
| 2498 | RenderQueueGroupID qid;
|
---|
| 2499 | if (mSkyPlaneEnabled)
|
---|
| 2500 | {
|
---|
| 2501 | qid = mSkyPlaneDrawFirst?
|
---|
| 2502 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
| 2503 | getRenderQueue()->addRenderable(mSkyPlaneEntity->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
| 2504 | }
|
---|
| 2505 |
|
---|
| 2506 | uint plane;
|
---|
| 2507 | if (mSkyBoxEnabled)
|
---|
| 2508 | {
|
---|
| 2509 | qid = mSkyBoxDrawFirst?
|
---|
| 2510 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
| 2511 |
|
---|
| 2512 | for (plane = 0; plane < 6; ++plane)
|
---|
| 2513 | {
|
---|
| 2514 | getRenderQueue()->addRenderable(
|
---|
| 2515 | mSkyBoxEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
| 2516 | }
|
---|
| 2517 | }
|
---|
| 2518 |
|
---|
| 2519 | if (mSkyDomeEnabled)
|
---|
| 2520 | {
|
---|
| 2521 | qid = mSkyDomeDrawFirst?
|
---|
| 2522 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE;
|
---|
| 2523 |
|
---|
| 2524 | for (plane = 0; plane < 5; ++plane)
|
---|
| 2525 | {
|
---|
| 2526 | getRenderQueue()->addRenderable(
|
---|
| 2527 | mSkyDomeEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY);
|
---|
| 2528 | }
|
---|
| 2529 | }
|
---|
| 2530 | }
|
---|
| 2531 | //---------------------------------------------------------------------
|
---|
| 2532 | void SceneManager::addRenderQueueListener(RenderQueueListener* newListener)
|
---|
| 2533 | {
|
---|
| 2534 | mRenderQueueListeners.push_back(newListener);
|
---|
| 2535 | }
|
---|
| 2536 | //---------------------------------------------------------------------
|
---|
| 2537 | void SceneManager::removeRenderQueueListener(RenderQueueListener* delListener)
|
---|
| 2538 | {
|
---|
| 2539 | RenderQueueListenerList::iterator i, iend;
|
---|
| 2540 | iend = mRenderQueueListeners.end();
|
---|
| 2541 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
| 2542 | {
|
---|
| 2543 | if (*i == delListener)
|
---|
| 2544 | {
|
---|
| 2545 | mRenderQueueListeners.erase(i);
|
---|
| 2546 | break;
|
---|
| 2547 | }
|
---|
| 2548 | }
|
---|
| 2549 |
|
---|
| 2550 | }
|
---|
| 2551 | //---------------------------------------------------------------------
|
---|
| 2552 | bool SceneManager::fireRenderQueueStarted(RenderQueueGroupID id)
|
---|
| 2553 | {
|
---|
| 2554 | RenderQueueListenerList::iterator i, iend;
|
---|
| 2555 | bool skip = false;
|
---|
| 2556 |
|
---|
| 2557 | iend = mRenderQueueListeners.end();
|
---|
| 2558 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
| 2559 | {
|
---|
| 2560 | (*i)->renderQueueStarted(id, skip);
|
---|
| 2561 | }
|
---|
| 2562 | return skip;
|
---|
| 2563 | }
|
---|
| 2564 | //---------------------------------------------------------------------
|
---|
| 2565 | bool SceneManager::fireRenderQueueEnded(RenderQueueGroupID id)
|
---|
| 2566 | {
|
---|
| 2567 | RenderQueueListenerList::iterator i, iend;
|
---|
| 2568 | bool repeat = false;
|
---|
| 2569 |
|
---|
| 2570 | iend = mRenderQueueListeners.end();
|
---|
| 2571 | for (i = mRenderQueueListeners.begin(); i != iend; ++i)
|
---|
| 2572 | {
|
---|
| 2573 | (*i)->renderQueueEnded(id, repeat);
|
---|
| 2574 | }
|
---|
| 2575 | return repeat;
|
---|
| 2576 | }
|
---|
| 2577 | //---------------------------------------------------------------------
|
---|
| 2578 | void SceneManager::setViewport(Viewport* vp)
|
---|
| 2579 | {
|
---|
| 2580 | mCurrentViewport = vp;
|
---|
| 2581 | // Set viewport in render system
|
---|
| 2582 | mDestRenderSystem->_setViewport(vp);
|
---|
| 2583 | }
|
---|
| 2584 | //---------------------------------------------------------------------
|
---|
| 2585 | void SceneManager::showBoundingBoxes(bool bShow)
|
---|
| 2586 | {
|
---|
| 2587 | mShowBoundingBoxes = bShow;
|
---|
| 2588 | }
|
---|
| 2589 | //---------------------------------------------------------------------
|
---|
| 2590 | bool SceneManager::getShowBoundingBoxes() const
|
---|
| 2591 | {
|
---|
| 2592 | return mShowBoundingBoxes;
|
---|
| 2593 | }
|
---|
| 2594 | //---------------------------------------------------------------------
|
---|
| 2595 | void SceneManager::_notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack)
|
---|
| 2596 | {
|
---|
| 2597 | if (autoTrack)
|
---|
| 2598 | {
|
---|
| 2599 | mAutoTrackingSceneNodes.insert(node);
|
---|
| 2600 | }
|
---|
| 2601 | else
|
---|
| 2602 | {
|
---|
| 2603 | mAutoTrackingSceneNodes.erase(node);
|
---|
| 2604 | }
|
---|
| 2605 | }
|
---|
| 2606 | //---------------------------------------------------------------------
|
---|
| 2607 | void SceneManager::setShadowTechnique(ShadowTechnique technique)
|
---|
| 2608 | {
|
---|
| 2609 | mShadowTechnique = technique;
|
---|
| 2610 | if (technique == SHADOWTYPE_STENCIL_ADDITIVE ||
|
---|
| 2611 | technique == SHADOWTYPE_STENCIL_MODULATIVE)
|
---|
| 2612 | {
|
---|
| 2613 | // Firstly check that we have a stencil
|
---|
| 2614 | // Otherwise forget it
|
---|
| 2615 | if (!mDestRenderSystem->getCapabilities()->hasCapability(RSC_HWSTENCIL))
|
---|
| 2616 | {
|
---|
| 2617 | LogManager::getSingleton().logMessage(
|
---|
| 2618 | "WARNING: Stencil shadows were requested, but this device does not "
|
---|
| 2619 | "have a hardware stencil. Shadows disabled.");
|
---|
| 2620 | mShadowTechnique = SHADOWTYPE_NONE;
|
---|
| 2621 | }
|
---|
| 2622 | else if (mShadowIndexBuffer.isNull())
|
---|
| 2623 | {
|
---|
| 2624 | // Create an estimated sized shadow index buffer
|
---|
| 2625 | mShadowIndexBuffer = HardwareBufferManager::getSingleton().
|
---|
| 2626 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
|
---|
| 2627 | mShadowIndexBufferSize,
|
---|
| 2628 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
|
---|
| 2629 | false);
|
---|
| 2630 | // tell all meshes to prepare shadow volumes
|
---|
| 2631 | MeshManager::getSingleton().setPrepareAllMeshesForShadowVolumes(true);
|
---|
| 2632 | }
|
---|
| 2633 | }
|
---|
| 2634 |
|
---|
| 2635 | if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE)
|
---|
| 2636 | {
|
---|
| 2637 | // Additive stencil, we need to split everything by illumination stage
|
---|
| 2638 | getRenderQueue()->setSplitPassesByLightingType(true);
|
---|
| 2639 | }
|
---|
| 2640 | else
|
---|
| 2641 | {
|
---|
| 2642 | getRenderQueue()->setSplitPassesByLightingType(false);
|
---|
| 2643 | }
|
---|
| 2644 |
|
---|
| 2645 | if (mShadowTechnique != SHADOWTYPE_NONE)
|
---|
| 2646 | {
|
---|
| 2647 | // Tell render queue to split off non-shadowable materials
|
---|
| 2648 | getRenderQueue()->setSplitNoShadowPasses(true);
|
---|
| 2649 | }
|
---|
| 2650 | else
|
---|
| 2651 | {
|
---|
| 2652 | getRenderQueue()->setSplitNoShadowPasses(false);
|
---|
| 2653 | }
|
---|
| 2654 |
|
---|
| 2655 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 2656 | {
|
---|
| 2657 | createShadowTextures(mShadowTextureSize, mShadowTextureCount, mShadowTextureFormat);
|
---|
| 2658 | }
|
---|
| 2659 |
|
---|
| 2660 | }
|
---|
| 2661 | //---------------------------------------------------------------------
|
---|
| 2662 | void SceneManager::findLightsAffectingFrustum(const Camera* camera)
|
---|
| 2663 | {
|
---|
| 2664 | // Basic iteration for this SM
|
---|
| 2665 | mLightsAffectingFrustum.clear();
|
---|
| 2666 | SceneLightList::iterator i, iend;
|
---|
| 2667 | iend = mLights.end();
|
---|
| 2668 | Sphere sphere;
|
---|
| 2669 | for (i = mLights.begin(); i != iend; ++i)
|
---|
| 2670 | {
|
---|
| 2671 | Light* l = i->second;
|
---|
| 2672 | if (l->isVisible())
|
---|
| 2673 | {
|
---|
| 2674 | if (l->getType() == Light::LT_DIRECTIONAL)
|
---|
| 2675 | {
|
---|
| 2676 | // Always visible
|
---|
| 2677 | mLightsAffectingFrustum.push_back(l);
|
---|
| 2678 | }
|
---|
| 2679 | else
|
---|
| 2680 | {
|
---|
| 2681 | // NB treating spotlight as point for simplicity
|
---|
| 2682 | // Just see if the lights attenuation range is within the frustum
|
---|
| 2683 | sphere.setCenter(l->getDerivedPosition());
|
---|
| 2684 | sphere.setRadius(l->getAttenuationRange());
|
---|
| 2685 | if (camera->isVisible(sphere))
|
---|
| 2686 | {
|
---|
| 2687 | mLightsAffectingFrustum.push_back(l);
|
---|
| 2688 | }
|
---|
| 2689 |
|
---|
| 2690 | }
|
---|
| 2691 | }
|
---|
| 2692 | }
|
---|
| 2693 |
|
---|
| 2694 | }
|
---|
| 2695 | //---------------------------------------------------------------------
|
---|
| 2696 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult(
|
---|
| 2697 | MovableObject* object)
|
---|
| 2698 | {
|
---|
| 2699 | if (object->getCastShadows() && object->isVisible() &&
|
---|
| 2700 | mSceneMgr->isRenderQueueToBeProcessed(object->getRenderQueueGroup()))
|
---|
| 2701 | {
|
---|
| 2702 | if (mFarDistSquared)
|
---|
| 2703 | {
|
---|
| 2704 | // Check object is within the shadow far distance
|
---|
| 2705 | Vector3 toObj = object->getParentNode()->_getDerivedPosition()
|
---|
| 2706 | - mCamera->getDerivedPosition();
|
---|
| 2707 | Real radius = object->getWorldBoundingSphere().getRadius();
|
---|
| 2708 | Real dist = toObj.squaredLength();
|
---|
| 2709 | if (dist - (radius * radius) > mFarDistSquared)
|
---|
| 2710 | {
|
---|
| 2711 | // skip, beyond max range
|
---|
| 2712 | return true;
|
---|
| 2713 | }
|
---|
| 2714 | }
|
---|
| 2715 |
|
---|
| 2716 | // If the object is in the frustum, we can always see the shadow
|
---|
| 2717 | if (mCamera->isVisible(object->getWorldBoundingBox()))
|
---|
| 2718 | {
|
---|
| 2719 | mCasterList->push_back(object);
|
---|
| 2720 | return true;
|
---|
| 2721 | }
|
---|
| 2722 |
|
---|
| 2723 | // Otherwise, object can only be casting a shadow into our view if
|
---|
| 2724 | // the light is outside the frustum (or it's a directional light,
|
---|
| 2725 | // which are always outside), and the object is intersecting
|
---|
| 2726 | // on of the volumes formed between the edges of the frustum and the
|
---|
| 2727 | // light
|
---|
| 2728 | if (!mIsLightInFrustum || mLight->getType() == Light::LT_DIRECTIONAL)
|
---|
| 2729 | {
|
---|
| 2730 | // Iterate over volumes
|
---|
| 2731 | PlaneBoundedVolumeList::const_iterator i, iend;
|
---|
| 2732 | iend = mLightClipVolumeList->end();
|
---|
| 2733 | for (i = mLightClipVolumeList->begin(); i != iend; ++i)
|
---|
| 2734 | {
|
---|
| 2735 | if (i->intersects(object->getWorldBoundingBox()))
|
---|
| 2736 | {
|
---|
| 2737 | mCasterList->push_back(object);
|
---|
| 2738 | return true;
|
---|
| 2739 | }
|
---|
| 2740 |
|
---|
| 2741 | }
|
---|
| 2742 |
|
---|
| 2743 | }
|
---|
| 2744 | }
|
---|
| 2745 | return true;
|
---|
| 2746 | }
|
---|
| 2747 | //---------------------------------------------------------------------
|
---|
| 2748 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult(
|
---|
| 2749 | SceneQuery::WorldFragment* fragment)
|
---|
| 2750 | {
|
---|
| 2751 | // don't deal with world geometry
|
---|
| 2752 | return true;
|
---|
| 2753 | }
|
---|
| 2754 | //---------------------------------------------------------------------
|
---|
| 2755 | const SceneManager::ShadowCasterList& SceneManager::findShadowCastersForLight(
|
---|
| 2756 | const Light* light, const Camera* camera)
|
---|
| 2757 | {
|
---|
| 2758 | mShadowCasterList.clear();
|
---|
| 2759 |
|
---|
| 2760 | if (light->getType() == Light::LT_DIRECTIONAL)
|
---|
| 2761 | {
|
---|
| 2762 | // Basic AABB query encompassing the frustum and the extrusion of it
|
---|
| 2763 | AxisAlignedBox aabb;
|
---|
| 2764 | const Vector3* corners = camera->getWorldSpaceCorners();
|
---|
| 2765 | Vector3 min, max;
|
---|
| 2766 | Vector3 extrude = light->getDirection() * -mShadowDirLightExtrudeDist;
|
---|
| 2767 | // do first corner
|
---|
| 2768 | min = max = corners[0];
|
---|
| 2769 | min.makeFloor(corners[0] + extrude);
|
---|
| 2770 | max.makeCeil(corners[0] + extrude);
|
---|
| 2771 | for (size_t c = 1; c < 8; ++c)
|
---|
| 2772 | {
|
---|
| 2773 | min.makeFloor(corners[c]);
|
---|
| 2774 | max.makeCeil(corners[c]);
|
---|
| 2775 | min.makeFloor(corners[c] + extrude);
|
---|
| 2776 | max.makeCeil(corners[c] + extrude);
|
---|
| 2777 | }
|
---|
| 2778 | aabb.setExtents(min, max);
|
---|
| 2779 |
|
---|
| 2780 | if (!mShadowCasterAABBQuery)
|
---|
| 2781 | mShadowCasterAABBQuery = createAABBQuery(aabb);
|
---|
| 2782 | else
|
---|
| 2783 | mShadowCasterAABBQuery->setBox(aabb);
|
---|
| 2784 | // Execute, use callback
|
---|
| 2785 | mShadowCasterQueryListener->prepare(false,
|
---|
| 2786 | &(light->_getFrustumClipVolumes(camera)),
|
---|
| 2787 | light, camera, &mShadowCasterList, mShadowFarDistSquared);
|
---|
| 2788 | mShadowCasterAABBQuery->execute(mShadowCasterQueryListener);
|
---|
| 2789 |
|
---|
| 2790 |
|
---|
| 2791 | }
|
---|
| 2792 | else
|
---|
| 2793 | {
|
---|
| 2794 | Sphere s(light->getPosition(), light->getAttenuationRange());
|
---|
| 2795 | // eliminate early if camera cannot see light sphere
|
---|
| 2796 | if (camera->isVisible(s))
|
---|
| 2797 | {
|
---|
| 2798 | if (!mShadowCasterSphereQuery)
|
---|
| 2799 | mShadowCasterSphereQuery = createSphereQuery(s);
|
---|
| 2800 | else
|
---|
| 2801 | mShadowCasterSphereQuery->setSphere(s);
|
---|
| 2802 |
|
---|
| 2803 | // Determine if light is inside or outside the frustum
|
---|
| 2804 | bool lightInFrustum = camera->isVisible(light->getDerivedPosition());
|
---|
| 2805 | const PlaneBoundedVolumeList* volList = 0;
|
---|
| 2806 | if (!lightInFrustum)
|
---|
| 2807 | {
|
---|
| 2808 | // Only worth building an external volume list if
|
---|
| 2809 | // light is outside the frustum
|
---|
| 2810 | volList = &(light->_getFrustumClipVolumes(camera));
|
---|
| 2811 | }
|
---|
| 2812 |
|
---|
| 2813 | // Execute, use callback
|
---|
| 2814 | mShadowCasterQueryListener->prepare(lightInFrustum,
|
---|
| 2815 | volList, light, camera, &mShadowCasterList, mShadowFarDistSquared);
|
---|
| 2816 | mShadowCasterSphereQuery->execute(mShadowCasterQueryListener);
|
---|
| 2817 |
|
---|
| 2818 | }
|
---|
| 2819 |
|
---|
| 2820 | }
|
---|
| 2821 |
|
---|
| 2822 |
|
---|
| 2823 | return mShadowCasterList;
|
---|
| 2824 | }
|
---|
| 2825 | //---------------------------------------------------------------------
|
---|
| 2826 | void SceneManager::initShadowVolumeMaterials(void)
|
---|
| 2827 | {
|
---|
[193] | 2828 | /* This should have been set in the SceneManager constructor, but if you
|
---|
| 2829 | created the SceneManager BEFORE the Root object, you will need to call
|
---|
| 2830 | SceneManager::_setDestinationRenderSystem manually.
|
---|
| 2831 | */
|
---|
| 2832 | assert( mDestRenderSystem );
|
---|
[131] | 2833 |
|
---|
| 2834 | if (mShadowMaterialInitDone)
|
---|
| 2835 | return;
|
---|
| 2836 |
|
---|
| 2837 | if (!mShadowDebugPass)
|
---|
| 2838 | {
|
---|
| 2839 | MaterialPtr matDebug =
|
---|
| 2840 | MaterialManager::getSingleton().getByName("Ogre/Debug/ShadowVolumes");
|
---|
| 2841 | if (matDebug.isNull())
|
---|
| 2842 | {
|
---|
| 2843 | // Create
|
---|
| 2844 | matDebug = MaterialManager::getSingleton().create(
|
---|
| 2845 | "Ogre/Debug/ShadowVolumes",
|
---|
| 2846 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2847 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0);
|
---|
| 2848 | mShadowDebugPass->setSceneBlending(SBT_ADD);
|
---|
| 2849 | mShadowDebugPass->setLightingEnabled(false);
|
---|
| 2850 | mShadowDebugPass->setDepthWriteEnabled(false);
|
---|
| 2851 | TextureUnitState* t = mShadowDebugPass->createTextureUnitState();
|
---|
| 2852 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
| 2853 | ColourValue(0.7, 0.0, 0.2));
|
---|
| 2854 | mShadowDebugPass->setCullingMode(CULL_NONE);
|
---|
| 2855 |
|
---|
| 2856 | if (mDestRenderSystem->getCapabilities()->hasCapability(
|
---|
| 2857 | RSC_VERTEX_PROGRAM))
|
---|
| 2858 | {
|
---|
| 2859 | ShadowVolumeExtrudeProgram::initialise();
|
---|
| 2860 |
|
---|
| 2861 | // Enable the (infinite) point light extruder for now, just to get some params
|
---|
| 2862 | mShadowDebugPass->setVertexProgram(
|
---|
| 2863 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT]);
|
---|
| 2864 | mInfiniteExtrusionParams =
|
---|
| 2865 | mShadowDebugPass->getVertexProgramParameters();
|
---|
| 2866 | mInfiniteExtrusionParams->setAutoConstant(0,
|
---|
| 2867 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
|
---|
| 2868 | mInfiniteExtrusionParams->setAutoConstant(4,
|
---|
| 2869 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
|
---|
| 2870 | }
|
---|
| 2871 | matDebug->compile();
|
---|
| 2872 |
|
---|
| 2873 | }
|
---|
| 2874 | else
|
---|
| 2875 | {
|
---|
| 2876 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0);
|
---|
| 2877 | }
|
---|
| 2878 | }
|
---|
| 2879 |
|
---|
| 2880 | if (!mShadowStencilPass)
|
---|
| 2881 | {
|
---|
| 2882 |
|
---|
| 2883 | MaterialPtr matStencil = MaterialManager::getSingleton().getByName(
|
---|
| 2884 | "Ogre/StencilShadowVolumes");
|
---|
| 2885 | if (matStencil.isNull())
|
---|
| 2886 | {
|
---|
| 2887 | // Init
|
---|
| 2888 | matStencil = MaterialManager::getSingleton().create(
|
---|
| 2889 | "Ogre/StencilShadowVolumes",
|
---|
| 2890 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2891 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0);
|
---|
| 2892 |
|
---|
| 2893 | if (mDestRenderSystem->getCapabilities()->hasCapability(
|
---|
| 2894 | RSC_VERTEX_PROGRAM))
|
---|
| 2895 | {
|
---|
| 2896 |
|
---|
| 2897 | // Enable the finite point light extruder for now, just to get some params
|
---|
| 2898 | mShadowStencilPass->setVertexProgram(
|
---|
| 2899 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT_FINITE]);
|
---|
| 2900 | mFiniteExtrusionParams =
|
---|
| 2901 | mShadowStencilPass->getVertexProgramParameters();
|
---|
| 2902 | mFiniteExtrusionParams->setAutoConstant(0,
|
---|
| 2903 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
|
---|
| 2904 | mFiniteExtrusionParams->setAutoConstant(4,
|
---|
| 2905 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
|
---|
| 2906 | // Note extra parameter
|
---|
| 2907 | mFiniteExtrusionParams->setAutoConstant(5,
|
---|
| 2908 | GpuProgramParameters::ACT_SHADOW_EXTRUSION_DISTANCE);
|
---|
| 2909 | }
|
---|
| 2910 | matStencil->compile();
|
---|
| 2911 | // Nothing else, we don't use this like a 'real' pass anyway,
|
---|
| 2912 | // it's more of a placeholder
|
---|
| 2913 | }
|
---|
| 2914 | else
|
---|
| 2915 | {
|
---|
| 2916 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0);
|
---|
| 2917 | }
|
---|
| 2918 | }
|
---|
| 2919 |
|
---|
| 2920 |
|
---|
| 2921 |
|
---|
| 2922 |
|
---|
| 2923 | if (!mShadowModulativePass)
|
---|
| 2924 | {
|
---|
| 2925 |
|
---|
| 2926 | MaterialPtr matModStencil = MaterialManager::getSingleton().getByName(
|
---|
| 2927 | "Ogre/StencilShadowModulationPass");
|
---|
| 2928 | if (matModStencil.isNull())
|
---|
| 2929 | {
|
---|
| 2930 | // Init
|
---|
| 2931 | matModStencil = MaterialManager::getSingleton().create(
|
---|
| 2932 | "Ogre/StencilShadowModulationPass",
|
---|
| 2933 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2934 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0);
|
---|
| 2935 | mShadowModulativePass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO);
|
---|
| 2936 | mShadowModulativePass->setLightingEnabled(false);
|
---|
| 2937 | mShadowModulativePass->setDepthWriteEnabled(false);
|
---|
| 2938 | mShadowModulativePass->setDepthCheckEnabled(false);
|
---|
| 2939 | TextureUnitState* t = mShadowModulativePass->createTextureUnitState();
|
---|
| 2940 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
| 2941 | mShadowColour);
|
---|
| 2942 | mShadowModulativePass->setCullingMode(CULL_NONE);
|
---|
| 2943 | }
|
---|
| 2944 | else
|
---|
| 2945 | {
|
---|
| 2946 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0);
|
---|
| 2947 | }
|
---|
| 2948 | }
|
---|
| 2949 |
|
---|
| 2950 | // Also init full screen quad while we're at it
|
---|
| 2951 | if (!mFullScreenQuad)
|
---|
| 2952 | {
|
---|
| 2953 | mFullScreenQuad = new Rectangle2D();
|
---|
| 2954 | mFullScreenQuad->setCorners(-1,1,1,-1);
|
---|
| 2955 | }
|
---|
| 2956 |
|
---|
| 2957 | // Also init shadow caster material for texture shadows
|
---|
| 2958 | if (!mShadowCasterPlainBlackPass)
|
---|
| 2959 | {
|
---|
| 2960 | MaterialPtr matPlainBlack = MaterialManager::getSingleton().getByName(
|
---|
| 2961 | "Ogre/TextureShadowCaster");
|
---|
| 2962 | if (matPlainBlack.isNull())
|
---|
| 2963 | {
|
---|
| 2964 | matPlainBlack = MaterialManager::getSingleton().create(
|
---|
| 2965 | "Ogre/TextureShadowCaster",
|
---|
| 2966 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2967 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0);
|
---|
| 2968 | // Lighting has to be on, because we need shadow coloured objects
|
---|
| 2969 | // Note that because we can't predict vertex programs, we'll have to
|
---|
| 2970 | // bind light values to those, and so we bind White to ambient
|
---|
| 2971 | // reflectance, and we'll set the ambient colour to the shadow colour
|
---|
| 2972 | mShadowCasterPlainBlackPass->setAmbient(ColourValue::White);
|
---|
| 2973 | mShadowCasterPlainBlackPass->setDiffuse(ColourValue::Black);
|
---|
| 2974 | mShadowCasterPlainBlackPass->setSelfIllumination(ColourValue::Black);
|
---|
| 2975 | mShadowCasterPlainBlackPass->setSpecular(ColourValue::Black);
|
---|
| 2976 | // Override fog
|
---|
| 2977 | mShadowCasterPlainBlackPass->setFog(true, FOG_NONE);
|
---|
| 2978 | // no textures or anything else, we will bind vertex programs
|
---|
| 2979 | // every so often though
|
---|
| 2980 | }
|
---|
| 2981 | else
|
---|
| 2982 | {
|
---|
| 2983 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0);
|
---|
| 2984 | }
|
---|
| 2985 | }
|
---|
| 2986 |
|
---|
| 2987 | if (!mShadowReceiverPass)
|
---|
| 2988 | {
|
---|
| 2989 | MaterialPtr matShadRec = MaterialManager::getSingleton().getByName(
|
---|
| 2990 | "Ogre/TextureShadowReceiver");
|
---|
| 2991 | if (matShadRec.isNull())
|
---|
| 2992 | {
|
---|
| 2993 | matShadRec = MaterialManager::getSingleton().create(
|
---|
| 2994 | "Ogre/TextureShadowReceiver",
|
---|
| 2995 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 2996 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0);
|
---|
| 2997 | mShadowReceiverPass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO);
|
---|
| 2998 | // No lighting, one texture unit
|
---|
| 2999 | // everything else will be bound as needed during the receiver pass
|
---|
| 3000 | mShadowReceiverPass->setLightingEnabled(false);
|
---|
| 3001 | TextureUnitState* t = mShadowReceiverPass->createTextureUnitState();
|
---|
| 3002 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 3003 | }
|
---|
| 3004 | else
|
---|
| 3005 | {
|
---|
| 3006 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0);
|
---|
| 3007 | }
|
---|
| 3008 | }
|
---|
| 3009 |
|
---|
| 3010 | // Set up spot shadow fade texture (loaded from code data block)
|
---|
| 3011 | TexturePtr spotShadowFadeTex =
|
---|
| 3012 | TextureManager::getSingleton().getByName("spot_shadow_fade.png");
|
---|
| 3013 | if (spotShadowFadeTex.isNull())
|
---|
| 3014 | {
|
---|
| 3015 | // Load the manual buffer into an image (don't destroy memory!
|
---|
| 3016 | DataStreamPtr stream(
|
---|
| 3017 | new MemoryDataStream(SPOT_SHADOW_FADE_PNG, SPOT_SHADOW_FADE_PNG_SIZE, false));
|
---|
| 3018 | Image img;
|
---|
| 3019 | img.load(stream, "png");
|
---|
| 3020 | spotShadowFadeTex =
|
---|
| 3021 | TextureManager::getSingleton().loadImage(
|
---|
| 3022 | "spot_shadow_fade.png", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
---|
| 3023 | img, TEX_TYPE_2D);
|
---|
| 3024 | }
|
---|
| 3025 |
|
---|
| 3026 | mShadowMaterialInitDone = true;
|
---|
| 3027 | }
|
---|
| 3028 | //---------------------------------------------------------------------
|
---|
| 3029 | Pass* SceneManager::deriveShadowCasterPass(Pass* pass)
|
---|
| 3030 | {
|
---|
| 3031 | switch (mShadowTechnique)
|
---|
| 3032 | {
|
---|
| 3033 | case SHADOWTYPE_TEXTURE_MODULATIVE:
|
---|
| 3034 | if (mShadowTextureCustomCasterPass)
|
---|
| 3035 | {
|
---|
| 3036 | // Caster pass has been customised
|
---|
| 3037 |
|
---|
| 3038 | if (!pass->getShadowCasterVertexProgramName().empty())
|
---|
| 3039 | {
|
---|
| 3040 | // Have to merge the shadow caster vertex program in
|
---|
| 3041 | mShadowTextureCustomCasterPass->setVertexProgram(
|
---|
| 3042 | pass->getShadowCasterVertexProgramName());
|
---|
| 3043 | const GpuProgramPtr& prg = mShadowTextureCustomCasterPass->getVertexProgram();
|
---|
| 3044 | // Load this program if not done already
|
---|
| 3045 | if (!prg->isLoaded())
|
---|
| 3046 | prg->load();
|
---|
| 3047 | // Copy params
|
---|
| 3048 | mShadowTextureCustomCasterPass->setVertexProgramParameters(
|
---|
| 3049 | pass->getShadowCasterVertexProgramParameters());
|
---|
| 3050 | // mark that we've overridden the standard
|
---|
| 3051 | mShadowTextureCasterVPDirty = true;
|
---|
| 3052 | // Also have to hack the light autoparams, that is done later
|
---|
| 3053 | }
|
---|
| 3054 | else if (mShadowTextureCasterVPDirty)
|
---|
| 3055 | {
|
---|
| 3056 | // reset
|
---|
| 3057 | mShadowTextureCustomCasterPass->setVertexProgram(
|
---|
| 3058 | mShadowTextureCustomCasterVertexProgram);
|
---|
| 3059 | if(mShadowTextureCustomCasterPass->hasVertexProgram())
|
---|
| 3060 | {
|
---|
| 3061 | mShadowTextureCustomCasterPass->setVertexProgramParameters(
|
---|
| 3062 | mShadowTextureCustomCasterVPParams);
|
---|
| 3063 |
|
---|
| 3064 | }
|
---|
| 3065 | mShadowTextureCasterVPDirty = false;
|
---|
| 3066 | }
|
---|
| 3067 | return mShadowTextureCustomCasterPass;
|
---|
| 3068 | }
|
---|
| 3069 | else
|
---|
| 3070 | {
|
---|
| 3071 | // Standard pass
|
---|
| 3072 | if (pass->hasVertexProgram())
|
---|
| 3073 | {
|
---|
| 3074 | // Have to merge the shadow caster vertex program in
|
---|
| 3075 | // This may in fact be blank, in which case it falls back on
|
---|
| 3076 | // fixed function
|
---|
| 3077 | mShadowCasterPlainBlackPass->setVertexProgram(
|
---|
| 3078 | pass->getShadowCasterVertexProgramName());
|
---|
| 3079 | // Did this result in a new vertex program?
|
---|
| 3080 | if (mShadowCasterPlainBlackPass->hasVertexProgram())
|
---|
| 3081 | {
|
---|
| 3082 | const GpuProgramPtr& prg = mShadowCasterPlainBlackPass->getVertexProgram();
|
---|
| 3083 | // Load this program if not done already
|
---|
| 3084 | if (!prg->isLoaded())
|
---|
| 3085 | prg->load();
|
---|
| 3086 | // Copy params
|
---|
| 3087 | mShadowCasterPlainBlackPass->setVertexProgramParameters(
|
---|
| 3088 | pass->getShadowCasterVertexProgramParameters());
|
---|
| 3089 | }
|
---|
| 3090 | // Also have to hack the light autoparams, that is done later
|
---|
| 3091 | }
|
---|
| 3092 | else if (mShadowCasterPlainBlackPass->hasVertexProgram())
|
---|
| 3093 | {
|
---|
| 3094 | // reset
|
---|
| 3095 | mShadowCasterPlainBlackPass->setVertexProgram("");
|
---|
| 3096 | }
|
---|
| 3097 | return mShadowCasterPlainBlackPass;
|
---|
| 3098 | }
|
---|
| 3099 | default:
|
---|
| 3100 | return pass;
|
---|
| 3101 | };
|
---|
| 3102 |
|
---|
| 3103 | }
|
---|
| 3104 | //---------------------------------------------------------------------
|
---|
| 3105 | Pass* SceneManager::deriveShadowReceiverPass(Pass* pass)
|
---|
| 3106 | {
|
---|
[193] | 3107 |
|
---|
[131] | 3108 | switch (mShadowTechnique)
|
---|
| 3109 | {
|
---|
| 3110 | case SHADOWTYPE_TEXTURE_MODULATIVE:
|
---|
| 3111 | if (mShadowTextureCustomReceiverPass)
|
---|
| 3112 | {
|
---|
| 3113 | // Receiver pass has been customised
|
---|
[193] | 3114 |
|
---|
[131] | 3115 | if (!pass->getShadowReceiverVertexProgramName().empty())
|
---|
| 3116 | {
|
---|
| 3117 | // Have to merge the shadow Receiver vertex program in
|
---|
| 3118 | mShadowTextureCustomReceiverPass->setVertexProgram(
|
---|
| 3119 | pass->getShadowReceiverVertexProgramName());
|
---|
| 3120 | const GpuProgramPtr& prg = mShadowTextureCustomReceiverPass->getVertexProgram();
|
---|
| 3121 | // Load this program if not done already
|
---|
| 3122 | if (!prg->isLoaded())
|
---|
| 3123 | prg->load();
|
---|
| 3124 | // Copy params
|
---|
| 3125 | mShadowTextureCustomReceiverPass->setVertexProgramParameters(
|
---|
| 3126 | pass->getShadowReceiverVertexProgramParameters());
|
---|
| 3127 | // mark that we've overridden the standard
|
---|
| 3128 | mShadowTextureReceiverVPDirty = true;
|
---|
| 3129 | // Also have to hack the light autoparams, that is done later
|
---|
| 3130 | }
|
---|
| 3131 | else if (mShadowTextureReceiverVPDirty)
|
---|
| 3132 | {
|
---|
| 3133 | // reset
|
---|
| 3134 | mShadowTextureCustomReceiverPass->setVertexProgram(
|
---|
| 3135 | mShadowTextureCustomReceiverVertexProgram);
|
---|
| 3136 | if(mShadowTextureCustomReceiverPass->hasVertexProgram())
|
---|
| 3137 | {
|
---|
| 3138 | mShadowTextureCustomReceiverPass->setVertexProgramParameters(
|
---|
| 3139 | mShadowTextureCustomReceiverVPParams);
|
---|
| 3140 |
|
---|
| 3141 | }
|
---|
| 3142 | mShadowTextureReceiverVPDirty = false;
|
---|
| 3143 | }
|
---|
| 3144 | return mShadowTextureCustomReceiverPass;
|
---|
| 3145 | }
|
---|
| 3146 | else
|
---|
| 3147 | {
|
---|
| 3148 | if (pass->hasVertexProgram())
|
---|
| 3149 | {
|
---|
| 3150 | // Have to merge the receiver vertex program in
|
---|
| 3151 | // This may return "" which means fixed function will be used
|
---|
| 3152 | mShadowReceiverPass->setVertexProgram(
|
---|
| 3153 | pass->getShadowReceiverVertexProgramName());
|
---|
| 3154 | // Did this result in a new vertex program?
|
---|
| 3155 | if (mShadowReceiverPass->hasVertexProgram())
|
---|
| 3156 | {
|
---|
| 3157 | const GpuProgramPtr& prg = mShadowReceiverPass->getVertexProgram();
|
---|
| 3158 | // Load this program if required
|
---|
| 3159 | if (!prg->isLoaded())
|
---|
| 3160 | prg->load();
|
---|
| 3161 | // Copy params
|
---|
| 3162 | mShadowReceiverPass->setVertexProgramParameters(
|
---|
| 3163 | pass->getShadowReceiverVertexProgramParameters());
|
---|
| 3164 | }
|
---|
| 3165 | // Also have to hack the light autoparams, that is done later
|
---|
| 3166 | }
|
---|
| 3167 | else if (mShadowReceiverPass->hasVertexProgram())
|
---|
| 3168 | {
|
---|
| 3169 | // reset
|
---|
| 3170 | mShadowReceiverPass->setVertexProgram("");
|
---|
| 3171 |
|
---|
| 3172 | }
|
---|
| 3173 | }
|
---|
| 3174 |
|
---|
| 3175 | return mShadowReceiverPass;
|
---|
| 3176 | default:
|
---|
| 3177 | return pass;
|
---|
| 3178 | };
|
---|
| 3179 |
|
---|
| 3180 | }
|
---|
| 3181 | //---------------------------------------------------------------------
|
---|
| 3182 | void SceneManager::renderShadowVolumesToStencil(const Light* light, const Camera* camera)
|
---|
| 3183 | {
|
---|
| 3184 | // Get the shadow caster list
|
---|
| 3185 | const ShadowCasterList& casters = findShadowCastersForLight(light, camera);
|
---|
| 3186 | // Check there are some shadow casters to render
|
---|
| 3187 | if (casters.empty())
|
---|
| 3188 | {
|
---|
| 3189 | // No casters, just do nothing
|
---|
| 3190 | return;
|
---|
| 3191 | }
|
---|
| 3192 |
|
---|
| 3193 | // Set up scissor test (point & spot lights only)
|
---|
| 3194 | bool scissored = false;
|
---|
| 3195 | if (light->getType() != Light::LT_DIRECTIONAL &&
|
---|
| 3196 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_SCISSOR_TEST))
|
---|
| 3197 | {
|
---|
| 3198 | // Project the sphere onto the camera
|
---|
| 3199 | Real left, right, top, bottom;
|
---|
| 3200 | Sphere sphere(light->getDerivedPosition(), light->getAttenuationRange());
|
---|
| 3201 | if (camera->projectSphere(sphere, &left, &top, &right, &bottom))
|
---|
| 3202 | {
|
---|
| 3203 | scissored = true;
|
---|
| 3204 | // Turn normalised device coordinates into pixels
|
---|
| 3205 | int iLeft, iTop, iWidth, iHeight;
|
---|
| 3206 | mCurrentViewport->getActualDimensions(iLeft, iTop, iWidth, iHeight);
|
---|
| 3207 | size_t szLeft, szRight, szTop, szBottom;
|
---|
| 3208 |
|
---|
| 3209 | szLeft = (size_t)(iLeft + ((left + 1) * 0.5 * iWidth));
|
---|
| 3210 | szRight = (size_t)(iLeft + ((right + 1) * 0.5 * iWidth));
|
---|
| 3211 | szTop = (size_t)(iTop + ((-top + 1) * 0.5 * iHeight));
|
---|
| 3212 | szBottom = (size_t)(iTop + ((-bottom + 1) * 0.5 * iHeight));
|
---|
| 3213 |
|
---|
| 3214 | mDestRenderSystem->setScissorTest(true, szLeft, szTop, szRight, szBottom);
|
---|
| 3215 | }
|
---|
| 3216 | }
|
---|
| 3217 |
|
---|
| 3218 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
|
---|
| 3219 |
|
---|
| 3220 | // Can we do a 2-sided stencil?
|
---|
| 3221 | bool stencil2sided = false;
|
---|
| 3222 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_TWO_SIDED_STENCIL) &&
|
---|
| 3223 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP))
|
---|
| 3224 | {
|
---|
| 3225 | // enable
|
---|
| 3226 | stencil2sided = true;
|
---|
| 3227 | }
|
---|
| 3228 |
|
---|
| 3229 | // Do we have access to vertex programs?
|
---|
| 3230 | bool extrudeInSoftware = true;
|
---|
| 3231 | bool finiteExtrude = !mShadowUseInfiniteFarPlane ||
|
---|
| 3232 | !mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE);
|
---|
| 3233 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM))
|
---|
| 3234 | {
|
---|
| 3235 | extrudeInSoftware = false;
|
---|
| 3236 | // attach the appropriate extrusion vertex program
|
---|
| 3237 | // Note we never unset it because support for vertex programs is constant
|
---|
| 3238 | mShadowStencilPass->setVertexProgram(
|
---|
| 3239 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, false)
|
---|
| 3240 | , false);
|
---|
| 3241 | // Set params
|
---|
| 3242 | if (finiteExtrude)
|
---|
| 3243 | {
|
---|
| 3244 | mShadowStencilPass->setVertexProgramParameters(mFiniteExtrusionParams);
|
---|
| 3245 | }
|
---|
| 3246 | else
|
---|
| 3247 | {
|
---|
| 3248 | mShadowStencilPass->setVertexProgramParameters(mInfiniteExtrusionParams);
|
---|
| 3249 | }
|
---|
| 3250 | if (mDebugShadows)
|
---|
| 3251 | {
|
---|
| 3252 | mShadowDebugPass->setVertexProgram(
|
---|
| 3253 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, true)
|
---|
| 3254 | , false);
|
---|
| 3255 | // Set params
|
---|
| 3256 | if (finiteExtrude)
|
---|
| 3257 | {
|
---|
| 3258 | mShadowDebugPass->setVertexProgramParameters(mFiniteExtrusionParams);
|
---|
| 3259 | }
|
---|
| 3260 | else
|
---|
| 3261 | {
|
---|
| 3262 | mShadowDebugPass->setVertexProgramParameters(mInfiniteExtrusionParams);
|
---|
| 3263 | }
|
---|
| 3264 | }
|
---|
| 3265 |
|
---|
| 3266 | mDestRenderSystem->bindGpuProgram(mShadowStencilPass->getVertexProgram()->_getBindingDelegate());
|
---|
| 3267 |
|
---|
| 3268 | }
|
---|
| 3269 | else
|
---|
| 3270 | {
|
---|
| 3271 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
| 3272 | }
|
---|
| 3273 |
|
---|
| 3274 | // Add light to internal list for use in render call
|
---|
| 3275 | LightList lightList;
|
---|
| 3276 | // const_cast is forgiveable here since we pass this const
|
---|
| 3277 | lightList.push_back(const_cast<Light*>(light));
|
---|
| 3278 |
|
---|
| 3279 | // Turn off colour writing and depth writing
|
---|
| 3280 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false);
|
---|
| 3281 | mDestRenderSystem->_disableTextureUnitsFrom(0);
|
---|
| 3282 | mDestRenderSystem->_setDepthBufferParams(true, false, CMPF_LESS);
|
---|
| 3283 | mDestRenderSystem->setStencilCheckEnabled(true);
|
---|
| 3284 |
|
---|
| 3285 | // Calculate extrusion distance
|
---|
| 3286 | // Use direction light extrusion distance now, just form optimize code
|
---|
| 3287 | // generate a little, point/spot light will up to date later
|
---|
| 3288 | Real extrudeDist = mShadowDirLightExtrudeDist;
|
---|
| 3289 |
|
---|
| 3290 | // Figure out the near clip volume
|
---|
| 3291 | const PlaneBoundedVolume& nearClipVol =
|
---|
| 3292 | light->_getNearClipVolume(camera);
|
---|
| 3293 |
|
---|
| 3294 | // Now iterate over the casters and render
|
---|
| 3295 | ShadowCasterList::const_iterator si, siend;
|
---|
| 3296 | siend = casters.end();
|
---|
| 3297 |
|
---|
| 3298 |
|
---|
| 3299 | // Now iterate over the casters and render
|
---|
| 3300 | for (si = casters.begin(); si != siend; ++si)
|
---|
| 3301 | {
|
---|
| 3302 | ShadowCaster* caster = *si;
|
---|
| 3303 | bool zfailAlgo = false;
|
---|
| 3304 | unsigned long flags = 0;
|
---|
| 3305 |
|
---|
| 3306 | if (light->getType() != Light::LT_DIRECTIONAL)
|
---|
| 3307 | {
|
---|
| 3308 | extrudeDist = caster->getPointExtrusionDistance(light);
|
---|
| 3309 | }
|
---|
| 3310 |
|
---|
| 3311 | if (!extrudeInSoftware && !finiteExtrude)
|
---|
| 3312 | {
|
---|
| 3313 | // hardware extrusion, to infinity (and beyond!)
|
---|
| 3314 | flags |= SRF_EXTRUDE_TO_INFINITY;
|
---|
| 3315 | }
|
---|
| 3316 |
|
---|
| 3317 | // Determine whether zfail is required
|
---|
| 3318 | if (nearClipVol.intersects(caster->getWorldBoundingBox()))
|
---|
| 3319 | {
|
---|
| 3320 | // We use zfail for this object only because zfail
|
---|
| 3321 | // compatible with zpass algorithm
|
---|
| 3322 | zfailAlgo = true;
|
---|
| 3323 | // We need to include the light and / or dark cap
|
---|
| 3324 | // But only if they will be visible
|
---|
| 3325 | if(camera->isVisible(caster->getLightCapBounds()))
|
---|
| 3326 | {
|
---|
| 3327 | flags |= SRF_INCLUDE_LIGHT_CAP;
|
---|
| 3328 | }
|
---|
| 3329 | // zfail needs dark cap
|
---|
| 3330 | // UNLESS directional lights using hardware extrusion to infinity
|
---|
| 3331 | // since that extrudes to a single point
|
---|
| 3332 | if(!((flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
| 3333 | light->getType() == Light::LT_DIRECTIONAL) &&
|
---|
| 3334 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
| 3335 | {
|
---|
| 3336 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
| 3337 | }
|
---|
| 3338 | }
|
---|
| 3339 | else
|
---|
| 3340 | {
|
---|
| 3341 | // In zpass we need a dark cap if
|
---|
| 3342 | // 1: infinite extrusion on point/spotlight sources in modulative shadows
|
---|
| 3343 | // mode, since otherwise in areas where there is no depth (skybox)
|
---|
| 3344 | // the infinitely projected volume will leave a dark band
|
---|
| 3345 | // 2: finite extrusion on any light source since glancing angles
|
---|
| 3346 | // can peek through the end and shadow objects behind incorrectly
|
---|
| 3347 | if ((flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
| 3348 | light->getType() != Light::LT_DIRECTIONAL &&
|
---|
| 3349 | mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE &&
|
---|
| 3350 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
| 3351 | {
|
---|
| 3352 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
| 3353 | }
|
---|
| 3354 | else if (!(flags & SRF_EXTRUDE_TO_INFINITY) &&
|
---|
| 3355 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist)))
|
---|
| 3356 | {
|
---|
| 3357 | flags |= SRF_INCLUDE_DARK_CAP;
|
---|
| 3358 | }
|
---|
| 3359 |
|
---|
| 3360 | }
|
---|
| 3361 |
|
---|
| 3362 | // Get shadow renderables
|
---|
| 3363 | ShadowCaster::ShadowRenderableListIterator iShadowRenderables =
|
---|
| 3364 | caster->getShadowVolumeRenderableIterator(mShadowTechnique,
|
---|
| 3365 | light, &mShadowIndexBuffer, extrudeInSoftware,
|
---|
| 3366 | extrudeDist, flags);
|
---|
| 3367 |
|
---|
| 3368 | // Render a shadow volume here
|
---|
| 3369 | // - if we have 2-sided stencil, one render with no culling
|
---|
| 3370 | // - otherwise, 2 renders, one with each culling method and invert the ops
|
---|
| 3371 | setShadowVolumeStencilState(false, zfailAlgo, stencil2sided);
|
---|
| 3372 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags,
|
---|
| 3373 | false, zfailAlgo, stencil2sided);
|
---|
| 3374 | if (!stencil2sided)
|
---|
| 3375 | {
|
---|
| 3376 | // Second pass
|
---|
| 3377 | setShadowVolumeStencilState(true, zfailAlgo, false);
|
---|
| 3378 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags,
|
---|
| 3379 | true, zfailAlgo, false);
|
---|
| 3380 | }
|
---|
| 3381 |
|
---|
| 3382 | // Do we need to render a debug shadow marker?
|
---|
| 3383 | if (mDebugShadows)
|
---|
| 3384 | {
|
---|
| 3385 | // reset stencil & colour ops
|
---|
| 3386 | mDestRenderSystem->setStencilBufferParams();
|
---|
| 3387 | mShadowDebugPass->getTextureUnitState(0)->
|
---|
| 3388 | setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT,
|
---|
| 3389 | zfailAlgo ? ColourValue(0.7, 0.0, 0.2) : ColourValue(0.0, 0.7, 0.2));
|
---|
| 3390 | setPass(mShadowDebugPass);
|
---|
| 3391 | renderShadowVolumeObjects(iShadowRenderables, mShadowDebugPass, &lightList, flags,
|
---|
| 3392 | true, false, false);
|
---|
| 3393 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false);
|
---|
| 3394 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
| 3395 | }
|
---|
| 3396 | }
|
---|
| 3397 |
|
---|
| 3398 | // revert colour write state
|
---|
| 3399 | mDestRenderSystem->_setColourBufferWriteEnabled(true, true, true, true);
|
---|
| 3400 | // revert depth state
|
---|
| 3401 | mDestRenderSystem->_setDepthBufferParams();
|
---|
| 3402 |
|
---|
| 3403 | mDestRenderSystem->setStencilCheckEnabled(false);
|
---|
| 3404 |
|
---|
| 3405 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM);
|
---|
| 3406 |
|
---|
| 3407 | if (scissored)
|
---|
| 3408 | {
|
---|
| 3409 | // disable scissor test
|
---|
| 3410 | mDestRenderSystem->setScissorTest(false);
|
---|
| 3411 | }
|
---|
| 3412 |
|
---|
| 3413 | }
|
---|
| 3414 | //---------------------------------------------------------------------
|
---|
| 3415 | void SceneManager::renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables,
|
---|
| 3416 | Pass* pass,
|
---|
| 3417 | const LightList *manualLightList,
|
---|
| 3418 | unsigned long flags,
|
---|
| 3419 | bool secondpass, bool zfail, bool twosided)
|
---|
| 3420 | {
|
---|
| 3421 | // ----- SHADOW VOLUME LOOP -----
|
---|
| 3422 | // Render all shadow renderables with same stencil operations
|
---|
| 3423 | while (iShadowRenderables.hasMoreElements())
|
---|
| 3424 | {
|
---|
| 3425 | ShadowRenderable* sr = iShadowRenderables.getNext();
|
---|
| 3426 |
|
---|
| 3427 | // omit hidden renderables
|
---|
| 3428 | if (sr->isVisible())
|
---|
| 3429 | {
|
---|
| 3430 | // render volume, including dark and (maybe) light caps
|
---|
| 3431 | renderSingleObject(sr, pass, false, manualLightList);
|
---|
| 3432 |
|
---|
| 3433 | // optionally render separate light cap
|
---|
| 3434 | if (sr->isLightCapSeparate() && (flags & SRF_INCLUDE_LIGHT_CAP))
|
---|
| 3435 | {
|
---|
| 3436 | ShadowRenderable* lightCap = sr->getLightCapRenderable();
|
---|
| 3437 | assert(lightCap && "Shadow renderable is missing a separate light cap renderable!");
|
---|
| 3438 |
|
---|
| 3439 | // We must take care with light caps when we could 'see' the back facing
|
---|
| 3440 | // triangles directly:
|
---|
| 3441 | // 1. The front facing light caps must render as always fail depth
|
---|
| 3442 | // check to avoid 'depth fighting'.
|
---|
| 3443 | // 2. The back facing light caps must use normal depth function to
|
---|
| 3444 | // avoid break the standard depth check
|
---|
| 3445 | //
|
---|
| 3446 | // TODO:
|
---|
| 3447 | // 1. Separate light caps rendering doesn't need for the 'closed'
|
---|
| 3448 | // mesh that never touch the near plane, because in this instance,
|
---|
| 3449 | // we couldn't 'see' any back facing triangles directly. The
|
---|
| 3450 | // 'closed' mesh must determinate by edge list builder.
|
---|
| 3451 | // 2. There still exists 'depth fighting' bug with coplane triangles
|
---|
| 3452 | // that has opposite facing. This usually occur when use two side
|
---|
| 3453 | // material in the modeling tools and the model exporting tools
|
---|
| 3454 | // exporting double triangles to represent this model. This bug
|
---|
| 3455 | // can't fixed in GPU only, there must has extra work on edge list
|
---|
| 3456 | // builder and shadow volume generater to fix it.
|
---|
| 3457 | //
|
---|
| 3458 | if (twosided)
|
---|
| 3459 | {
|
---|
| 3460 | // select back facing light caps to render
|
---|
| 3461 | mDestRenderSystem->_setCullingMode(CULL_ANTICLOCKWISE);
|
---|
| 3462 | // use normal depth function for back facing light caps
|
---|
| 3463 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3464 |
|
---|
| 3465 | // select front facing light caps to render
|
---|
| 3466 | mDestRenderSystem->_setCullingMode(CULL_CLOCKWISE);
|
---|
| 3467 | // must always fail depth check for front facing light caps
|
---|
| 3468 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL);
|
---|
| 3469 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3470 |
|
---|
| 3471 | // reset depth function
|
---|
| 3472 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
| 3473 | // reset culling mode
|
---|
| 3474 | mDestRenderSystem->_setCullingMode(CULL_NONE);
|
---|
| 3475 | }
|
---|
| 3476 | else if ((secondpass || zfail) && !(secondpass && zfail))
|
---|
| 3477 | {
|
---|
| 3478 | // use normal depth function for back facing light caps
|
---|
| 3479 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3480 | }
|
---|
| 3481 | else
|
---|
| 3482 | {
|
---|
| 3483 | // must always fail depth check for front facing light caps
|
---|
| 3484 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL);
|
---|
| 3485 | renderSingleObject(lightCap, pass, false, manualLightList);
|
---|
| 3486 |
|
---|
| 3487 | // reset depth function
|
---|
| 3488 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS);
|
---|
| 3489 | }
|
---|
| 3490 | }
|
---|
| 3491 | }
|
---|
| 3492 | }
|
---|
| 3493 | }
|
---|
| 3494 | //---------------------------------------------------------------------
|
---|
| 3495 | void SceneManager::setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided)
|
---|
| 3496 | {
|
---|
| 3497 | // Determinate the best stencil operation
|
---|
| 3498 | StencilOperation incrOp, decrOp;
|
---|
| 3499 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP))
|
---|
| 3500 | {
|
---|
| 3501 | incrOp = SOP_INCREMENT_WRAP;
|
---|
| 3502 | decrOp = SOP_DECREMENT_WRAP;
|
---|
| 3503 | }
|
---|
| 3504 | else
|
---|
| 3505 | {
|
---|
| 3506 | incrOp = SOP_INCREMENT;
|
---|
| 3507 | decrOp = SOP_DECREMENT;
|
---|
| 3508 | }
|
---|
| 3509 |
|
---|
| 3510 | // First pass, do front faces if zpass
|
---|
| 3511 | // Second pass, do back faces if zpass
|
---|
| 3512 | // Invert if zfail
|
---|
| 3513 | // this is to ensure we always increment before decrement
|
---|
| 3514 | // When two-sided stencil, always pass front face stencil
|
---|
| 3515 | // operation parameters and the inverse of them will happen
|
---|
| 3516 | // for back faces
|
---|
| 3517 | if ( !twosided && ((secondpass || zfail) && !(secondpass && zfail)) )
|
---|
| 3518 | {
|
---|
| 3519 | mDestRenderSystem->_setCullingMode(
|
---|
| 3520 | twosided? CULL_NONE : CULL_ANTICLOCKWISE);
|
---|
| 3521 | mDestRenderSystem->setStencilBufferParams(
|
---|
| 3522 | CMPF_ALWAYS_PASS, // always pass stencil check
|
---|
| 3523 | 0, // no ref value (no compare)
|
---|
| 3524 | 0xFFFFFFFF, // no mask
|
---|
| 3525 | SOP_KEEP, // stencil test will never fail
|
---|
| 3526 | zfail ? incrOp : SOP_KEEP, // back face depth fail
|
---|
| 3527 | zfail ? SOP_KEEP : decrOp, // back face pass
|
---|
| 3528 | twosided
|
---|
| 3529 | );
|
---|
| 3530 | }
|
---|
| 3531 | else
|
---|
| 3532 | {
|
---|
| 3533 | mDestRenderSystem->_setCullingMode(
|
---|
| 3534 | twosided? CULL_NONE : CULL_CLOCKWISE);
|
---|
| 3535 | mDestRenderSystem->setStencilBufferParams(
|
---|
| 3536 | CMPF_ALWAYS_PASS, // always pass stencil check
|
---|
| 3537 | 0, // no ref value (no compare)
|
---|
| 3538 | 0xFFFFFFFF, // no mask
|
---|
| 3539 | SOP_KEEP, // stencil test will never fail
|
---|
| 3540 | zfail ? decrOp : SOP_KEEP, // front face depth fail
|
---|
| 3541 | zfail ? SOP_KEEP : incrOp, // front face pass
|
---|
| 3542 | twosided
|
---|
| 3543 | );
|
---|
| 3544 | }
|
---|
| 3545 | }
|
---|
| 3546 | //---------------------------------------------------------------------
|
---|
| 3547 | void SceneManager::setShadowColour(const ColourValue& colour)
|
---|
| 3548 | {
|
---|
| 3549 | mShadowColour = colour;
|
---|
| 3550 |
|
---|
| 3551 | // Prep materials first
|
---|
| 3552 | initShadowVolumeMaterials();
|
---|
| 3553 |
|
---|
| 3554 | mShadowModulativePass->getTextureUnitState(0)->setColourOperationEx(
|
---|
| 3555 | LBX_MODULATE, LBS_MANUAL, LBS_CURRENT, colour);
|
---|
| 3556 | }
|
---|
| 3557 | //---------------------------------------------------------------------
|
---|
| 3558 | const ColourValue& SceneManager::getShadowColour(void) const
|
---|
| 3559 | {
|
---|
| 3560 | return mShadowColour;
|
---|
| 3561 | }
|
---|
| 3562 | //---------------------------------------------------------------------
|
---|
| 3563 | void SceneManager::setShadowFarDistance(Real distance)
|
---|
| 3564 | {
|
---|
| 3565 | mShadowFarDist = distance;
|
---|
| 3566 | mShadowFarDistSquared = distance * distance;
|
---|
| 3567 | }
|
---|
| 3568 | //---------------------------------------------------------------------
|
---|
| 3569 | void SceneManager::setShadowDirectionalLightExtrusionDistance(Real dist)
|
---|
| 3570 | {
|
---|
| 3571 | mShadowDirLightExtrudeDist = dist;
|
---|
| 3572 | }
|
---|
| 3573 | //---------------------------------------------------------------------
|
---|
| 3574 | Real SceneManager::getShadowDirectionalLightExtrusionDistance(void) const
|
---|
| 3575 | {
|
---|
| 3576 | return mShadowDirLightExtrudeDist;
|
---|
| 3577 | }
|
---|
| 3578 | //---------------------------------------------------------------------
|
---|
| 3579 | void SceneManager::setShadowIndexBufferSize(size_t size)
|
---|
| 3580 | {
|
---|
| 3581 | if (!mShadowIndexBuffer.isNull() && size != mShadowIndexBufferSize)
|
---|
| 3582 | {
|
---|
| 3583 | // re-create shadow buffer with new size
|
---|
| 3584 | mShadowIndexBuffer = HardwareBufferManager::getSingleton().
|
---|
| 3585 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
|
---|
| 3586 | mShadowIndexBufferSize,
|
---|
| 3587 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
|
---|
| 3588 | false);
|
---|
| 3589 | }
|
---|
| 3590 | mShadowIndexBufferSize = size;
|
---|
| 3591 | }
|
---|
| 3592 | //---------------------------------------------------------------------
|
---|
| 3593 | void SceneManager::setShadowTextureSize(unsigned short size)
|
---|
| 3594 | {
|
---|
| 3595 | // possibly recreate
|
---|
| 3596 | createShadowTextures(size, mShadowTextureCount, mShadowTextureFormat);
|
---|
| 3597 | mShadowTextureSize = size;
|
---|
| 3598 | }
|
---|
| 3599 | //---------------------------------------------------------------------
|
---|
| 3600 | void SceneManager::setShadowTextureCount(unsigned short count)
|
---|
| 3601 | {
|
---|
| 3602 | // possibly recreate
|
---|
| 3603 | createShadowTextures(mShadowTextureSize, count, mShadowTextureFormat);
|
---|
| 3604 | mShadowTextureCount = count;
|
---|
| 3605 | }
|
---|
| 3606 | //---------------------------------------------------------------------
|
---|
| 3607 | void SceneManager::setShadowTexturePixelFormat(PixelFormat fmt)
|
---|
| 3608 | {
|
---|
| 3609 | // possibly recreate
|
---|
| 3610 | createShadowTextures(mShadowTextureSize, mShadowTextureCount, fmt);
|
---|
| 3611 | mShadowTextureFormat = fmt;
|
---|
| 3612 | }
|
---|
| 3613 | //---------------------------------------------------------------------
|
---|
| 3614 | void SceneManager::setShadowTextureSettings(unsigned short size,
|
---|
| 3615 | unsigned short count, PixelFormat fmt)
|
---|
| 3616 | {
|
---|
| 3617 | if (!mShadowTextures.empty() &&
|
---|
| 3618 | (count != mShadowTextureCount ||
|
---|
| 3619 | size != mShadowTextureSize ||
|
---|
| 3620 | fmt != mShadowTextureFormat))
|
---|
| 3621 | {
|
---|
| 3622 | // recreate
|
---|
| 3623 | createShadowTextures(size, count, fmt);
|
---|
| 3624 | }
|
---|
| 3625 | mShadowTextureCount = count;
|
---|
| 3626 | mShadowTextureSize = size;
|
---|
| 3627 | mShadowTextureFormat = fmt;
|
---|
| 3628 | }
|
---|
| 3629 | //---------------------------------------------------------------------
|
---|
| 3630 | void SceneManager::setShadowTextureCasterMaterial(const String& name)
|
---|
| 3631 | {
|
---|
| 3632 | if (name.empty())
|
---|
| 3633 | {
|
---|
| 3634 | mShadowTextureCustomCasterPass = 0;
|
---|
| 3635 | }
|
---|
| 3636 | else
|
---|
| 3637 | {
|
---|
| 3638 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name);
|
---|
| 3639 | if (mat.isNull())
|
---|
| 3640 | {
|
---|
| 3641 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 3642 | "Cannot locate material called '" + name + "'",
|
---|
| 3643 | "SceneManager::setShadowTextureCasterMaterial");
|
---|
| 3644 | }
|
---|
| 3645 | mat->load();
|
---|
| 3646 | mShadowTextureCustomCasterPass = mat->getBestTechnique()->getPass(0);
|
---|
| 3647 | if (mShadowTextureCustomCasterPass->hasVertexProgram())
|
---|
| 3648 | {
|
---|
| 3649 | // Save vertex program and params in case we have to swap them out
|
---|
| 3650 | mShadowTextureCustomCasterVertexProgram =
|
---|
| 3651 | mShadowTextureCustomCasterPass->getVertexProgramName();
|
---|
| 3652 | mShadowTextureCustomCasterVPParams =
|
---|
| 3653 | mShadowTextureCustomCasterPass->getVertexProgramParameters();
|
---|
| 3654 | mShadowTextureCasterVPDirty = false;
|
---|
| 3655 |
|
---|
| 3656 | }
|
---|
| 3657 | }
|
---|
| 3658 | }
|
---|
| 3659 | //---------------------------------------------------------------------
|
---|
| 3660 | void SceneManager::setShadowTextureReceiverMaterial(const String& name)
|
---|
| 3661 | {
|
---|
| 3662 | if (name.empty())
|
---|
| 3663 | {
|
---|
| 3664 | mShadowTextureCustomReceiverPass = 0;
|
---|
| 3665 | }
|
---|
| 3666 | else
|
---|
| 3667 | {
|
---|
| 3668 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name);
|
---|
| 3669 | if (mat.isNull())
|
---|
| 3670 | {
|
---|
| 3671 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 3672 | "Cannot locate material called '" + name + "'",
|
---|
| 3673 | "SceneManager::setShadowTextureReceiverMaterial");
|
---|
| 3674 | }
|
---|
| 3675 | mat->load();
|
---|
| 3676 | mShadowTextureCustomReceiverPass = mat->getBestTechnique()->getPass(0);
|
---|
| 3677 | if (mShadowTextureCustomReceiverPass->hasVertexProgram())
|
---|
| 3678 | {
|
---|
| 3679 | // Save vertex program and params in case we have to swap them out
|
---|
| 3680 | mShadowTextureCustomReceiverVertexProgram =
|
---|
| 3681 | mShadowTextureCustomReceiverPass->getVertexProgramName();
|
---|
| 3682 | mShadowTextureCustomReceiverVPParams =
|
---|
| 3683 | mShadowTextureCustomReceiverPass->getVertexProgramParameters();
|
---|
| 3684 | mShadowTextureReceiverVPDirty = false;
|
---|
| 3685 |
|
---|
| 3686 | }
|
---|
| 3687 | }
|
---|
| 3688 | }
|
---|
| 3689 | //---------------------------------------------------------------------
|
---|
| 3690 | void SceneManager::createShadowTextures(unsigned short size,
|
---|
| 3691 | unsigned short count, PixelFormat fmt)
|
---|
| 3692 | {
|
---|
| 3693 | static const String baseName = "Ogre/ShadowTexture";
|
---|
| 3694 |
|
---|
| 3695 | if (mShadowTechnique != SHADOWTYPE_TEXTURE_MODULATIVE ||
|
---|
| 3696 | !mShadowTextures.empty() &&
|
---|
| 3697 | count == mShadowTextureCount &&
|
---|
| 3698 | size == mShadowTextureSize &&
|
---|
| 3699 | fmt == mShadowTextureFormat)
|
---|
| 3700 | {
|
---|
| 3701 | // no change
|
---|
| 3702 | return;
|
---|
| 3703 | }
|
---|
| 3704 |
|
---|
| 3705 |
|
---|
| 3706 | // destroy existing
|
---|
| 3707 | ShadowTextureList::iterator i, iend;
|
---|
| 3708 | iend = mShadowTextures.end();
|
---|
| 3709 | for (i = mShadowTextures.begin(); i != iend; ++i)
|
---|
| 3710 | {
|
---|
| 3711 | RenderTexture* r = *i;
|
---|
| 3712 | // remove camera and destroy texture
|
---|
| 3713 | removeCamera(r->getViewport(0)->getCamera());
|
---|
| 3714 | mDestRenderSystem->destroyRenderTexture(r->getName());
|
---|
| 3715 | }
|
---|
| 3716 | mShadowTextures.clear();
|
---|
| 3717 |
|
---|
| 3718 | // Recreate shadow textures
|
---|
| 3719 | for (unsigned short t = 0; t < count; ++t)
|
---|
| 3720 | {
|
---|
| 3721 | String targName = baseName + StringConverter::toString(t);
|
---|
| 3722 | String matName = baseName + "Mat" + StringConverter::toString(t);
|
---|
| 3723 | String camName = baseName + "Cam" + StringConverter::toString(t);
|
---|
| 3724 |
|
---|
| 3725 | RenderTexture* shadowTex;
|
---|
| 3726 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 3727 | {
|
---|
| 3728 | shadowTex = mDestRenderSystem->createRenderTexture(
|
---|
| 3729 | targName, size, size, TEX_TYPE_2D, mShadowTextureFormat);
|
---|
| 3730 | }
|
---|
| 3731 |
|
---|
| 3732 | // Create a camera to go with this texture
|
---|
| 3733 | Camera* cam = createCamera(camName);
|
---|
| 3734 | cam->setAspectRatio(1.0f);
|
---|
| 3735 | // Create a viewport
|
---|
| 3736 | Viewport *v = shadowTex->addViewport(cam);
|
---|
| 3737 | v->setClearEveryFrame(true);
|
---|
| 3738 | // remove overlays
|
---|
| 3739 | v->setOverlaysEnabled(false);
|
---|
| 3740 | // Don't update automatically - we'll do it when required
|
---|
| 3741 | shadowTex->setAutoUpdated(false);
|
---|
| 3742 | mShadowTextures.push_back(shadowTex);
|
---|
| 3743 |
|
---|
| 3744 | // Also create corresponding Material used for rendering this shadow
|
---|
| 3745 | MaterialPtr mat = MaterialManager::getSingleton().getByName(matName);
|
---|
| 3746 | if (mat.isNull())
|
---|
| 3747 | {
|
---|
| 3748 | mat = MaterialManager::getSingleton().create(
|
---|
| 3749 | matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
---|
| 3750 | }
|
---|
| 3751 | else
|
---|
| 3752 | {
|
---|
| 3753 | mat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
|
---|
| 3754 | }
|
---|
| 3755 | // create texture unit referring to render target texture
|
---|
| 3756 | TextureUnitState* texUnit =
|
---|
| 3757 | mat->getTechnique(0)->getPass(0)->createTextureUnitState(targName);
|
---|
| 3758 | // set projective based on camera
|
---|
| 3759 | texUnit->setProjectiveTexturing(true, cam);
|
---|
| 3760 | texUnit->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
---|
| 3761 | mat->touch();
|
---|
| 3762 |
|
---|
| 3763 | }
|
---|
| 3764 | }
|
---|
| 3765 | //---------------------------------------------------------------------
|
---|
| 3766 | void SceneManager::prepareShadowTextures(Camera* cam, Viewport* vp)
|
---|
| 3767 | {
|
---|
| 3768 | // Set the illumination stage, prevents recursive calls
|
---|
| 3769 | IlluminationRenderStage savedStage = mIlluminationStage;
|
---|
| 3770 | mIlluminationStage = IRS_RENDER_TO_TEXTURE;
|
---|
| 3771 |
|
---|
| 3772 | // Determine far shadow distance
|
---|
| 3773 | Real shadowDist = mShadowFarDist;
|
---|
| 3774 | if (!shadowDist)
|
---|
| 3775 | {
|
---|
| 3776 | // need a shadow distance, make one up
|
---|
| 3777 | shadowDist = cam->getNearClipDistance() * 300;
|
---|
| 3778 | }
|
---|
| 3779 | // set fogging to hide the shadow edge
|
---|
| 3780 | Real shadowOffset = shadowDist * mShadowTextureOffset;
|
---|
| 3781 | Real shadowEnd = shadowDist + shadowOffset;
|
---|
| 3782 | mShadowReceiverPass->setFog(true, FOG_LINEAR, ColourValue::White,
|
---|
| 3783 | 0, shadowEnd * mShadowTextureFadeStart, shadowEnd * mShadowTextureFadeEnd);
|
---|
| 3784 |
|
---|
| 3785 | // Iterate over the lights we've found, max out at the limit of light textures
|
---|
| 3786 |
|
---|
| 3787 | LightList::iterator i, iend;
|
---|
| 3788 | ShadowTextureList::iterator si, siend;
|
---|
| 3789 | iend = mLightsAffectingFrustum.end();
|
---|
| 3790 | siend = mShadowTextures.end();
|
---|
| 3791 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin();
|
---|
| 3792 | i != iend && si != siend; ++i)
|
---|
| 3793 | {
|
---|
| 3794 | Light* light = *i;
|
---|
| 3795 | RenderTexture* shadowTex = *si;
|
---|
| 3796 | // Skip non-shadowing lights
|
---|
| 3797 | if (!light->getCastShadows())
|
---|
| 3798 | continue;
|
---|
| 3799 |
|
---|
| 3800 | // Directional lights
|
---|
| 3801 | if (light->getType() == Light::LT_DIRECTIONAL)
|
---|
| 3802 | {
|
---|
| 3803 |
|
---|
| 3804 | // set up the shadow texture
|
---|
| 3805 | Camera* texCam = shadowTex->getViewport(0)->getCamera();
|
---|
| 3806 | // Set ortho projection
|
---|
| 3807 | texCam->setProjectionType(PT_ORTHOGRAPHIC);
|
---|
| 3808 | // set easy FOV and near dist so that texture covers far dist
|
---|
| 3809 | texCam->setFOVy(Degree(90));
|
---|
| 3810 | texCam->setNearClipDistance(shadowDist);
|
---|
| 3811 |
|
---|
| 3812 | // Set size of projection
|
---|
| 3813 |
|
---|
| 3814 | // Calculate look at position
|
---|
| 3815 | // We want to look at a spot shadowOffset away from near plane
|
---|
| 3816 | // 0.5 is a litle too close for angles
|
---|
| 3817 | Vector3 target = cam->getDerivedPosition() +
|
---|
| 3818 | (cam->getDerivedDirection() * shadowOffset);
|
---|
| 3819 |
|
---|
| 3820 | // Calculate position
|
---|
| 3821 | // We want to be in the -ve direction of the light direction
|
---|
| 3822 | // far enough to project for the dir light extrusion distance
|
---|
| 3823 | Vector3 pos = target +
|
---|
| 3824 | (light->getDerivedDirection() * -mShadowDirLightExtrudeDist);
|
---|
| 3825 |
|
---|
| 3826 | // Calculate orientation
|
---|
| 3827 | Vector3 dir = (pos - target); // backwards since point down -z
|
---|
| 3828 | dir.normalise();
|
---|
| 3829 | /*
|
---|
| 3830 | // Next section (camera oriented shadow map) abandoned
|
---|
| 3831 | // Always point in the same direction, if we don't do this then
|
---|
| 3832 | // we get 'shadow swimming' as camera rotates
|
---|
| 3833 | // As it is, we get swimming on moving but this is less noticeable
|
---|
| 3834 |
|
---|
| 3835 | // calculate up vector, we want it aligned with cam direction
|
---|
| 3836 | Vector3 up = cam->getDerivedDirection();
|
---|
| 3837 | // Check it's not coincident with dir
|
---|
| 3838 | if (up.dotProduct(dir) >= 1.0f)
|
---|
| 3839 | {
|
---|
| 3840 | // Use camera up
|
---|
| 3841 | up = cam->getUp();
|
---|
| 3842 | }
|
---|
| 3843 | */
|
---|
| 3844 | Vector3 up = Vector3::UNIT_Y;
|
---|
| 3845 | // Check it's not coincident with dir
|
---|
| 3846 | if (up.dotProduct(dir) >= 1.0f)
|
---|
| 3847 | {
|
---|
| 3848 | // Use camera up
|
---|
| 3849 | up = Vector3::UNIT_Z;
|
---|
| 3850 | }
|
---|
| 3851 | // cross twice to rederive, only direction is unaltered
|
---|
| 3852 | Vector3 left = dir.crossProduct(up);
|
---|
| 3853 | left.normalise();
|
---|
| 3854 | up = dir.crossProduct(left);
|
---|
| 3855 | up.normalise();
|
---|
| 3856 | // Derive quaternion from axes
|
---|
| 3857 | Quaternion q;
|
---|
| 3858 | q.FromAxes(left, up, dir);
|
---|
| 3859 | texCam->setOrientation(q);
|
---|
| 3860 |
|
---|
| 3861 | // Round local x/y position based on a world-space texel; this helps to reduce
|
---|
| 3862 | // jittering caused by the projection moving with the camera
|
---|
| 3863 | // Viewport is 2 * near clip distance across (90 degree fov)
|
---|
| 3864 | Real worldTexelSize = (texCam->getNearClipDistance() * 20) / mShadowTextureSize;
|
---|
| 3865 | pos.x -= fmod(pos.x, worldTexelSize);
|
---|
| 3866 | pos.y -= fmod(pos.y, worldTexelSize);
|
---|
| 3867 | pos.z -= fmod(pos.z, worldTexelSize);
|
---|
| 3868 | // Finally set position
|
---|
| 3869 | texCam->setPosition(pos);
|
---|
| 3870 |
|
---|
| 3871 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 3872 | shadowTex->getViewport(0)->setBackgroundColour(ColourValue::White);
|
---|
| 3873 |
|
---|
| 3874 | // Update target
|
---|
| 3875 | shadowTex->update();
|
---|
| 3876 |
|
---|
| 3877 | ++si;
|
---|
| 3878 | }
|
---|
| 3879 | // Spotlight
|
---|
| 3880 | else if (light->getType() == Light::LT_SPOTLIGHT)
|
---|
| 3881 | {
|
---|
| 3882 |
|
---|
| 3883 | // set up the shadow texture
|
---|
| 3884 | Camera* texCam = shadowTex->getViewport(0)->getCamera();
|
---|
| 3885 | // Set perspective projection
|
---|
| 3886 | texCam->setProjectionType(PT_PERSPECTIVE);
|
---|
| 3887 | // set FOV slightly larger than the spotlight range to ensure coverage
|
---|
| 3888 | texCam->setFOVy(light->getSpotlightOuterAngle()*1.2);
|
---|
| 3889 | texCam->setPosition(light->getDerivedPosition());
|
---|
| 3890 | texCam->setDirection(light->getDerivedDirection());
|
---|
| 3891 | // set near clip the same as main camera, since they are likely
|
---|
| 3892 | // to both reflect the nature of the scene
|
---|
| 3893 | texCam->setNearClipDistance(cam->getNearClipDistance());
|
---|
| 3894 |
|
---|
| 3895 | if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE)
|
---|
| 3896 | shadowTex->getViewport(0)->setBackgroundColour(ColourValue::White);
|
---|
| 3897 |
|
---|
| 3898 | // Update target
|
---|
| 3899 | shadowTex->update();
|
---|
| 3900 |
|
---|
| 3901 | ++si;
|
---|
| 3902 | }
|
---|
| 3903 | }
|
---|
| 3904 | // Set the illumination stage, prevents recursive calls
|
---|
| 3905 | mIlluminationStage = savedStage;
|
---|
| 3906 | }
|
---|
| 3907 | //---------------------------------------------------------------------
|
---|
| 3908 | StaticGeometry* SceneManager::createStaticGeometry(const String& name)
|
---|
| 3909 | {
|
---|
| 3910 | // Check not existing
|
---|
| 3911 | if (mStaticGeometryList.find(name) != mStaticGeometryList.end())
|
---|
| 3912 | {
|
---|
| 3913 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
|
---|
| 3914 | "StaticGeometry with name '" + name + "' already exists!",
|
---|
| 3915 | "SceneManager::createStaticGeometry");
|
---|
| 3916 | }
|
---|
| 3917 | StaticGeometry* ret = new StaticGeometry(this, name);
|
---|
| 3918 | mStaticGeometryList[name] = ret;
|
---|
| 3919 | return ret;
|
---|
| 3920 | }
|
---|
| 3921 | //---------------------------------------------------------------------
|
---|
| 3922 | StaticGeometry* SceneManager::getStaticGeometry(const String& name) const
|
---|
| 3923 | {
|
---|
| 3924 | StaticGeometryList::const_iterator i = mStaticGeometryList.find(name);
|
---|
| 3925 | if (i == mStaticGeometryList.end())
|
---|
| 3926 | {
|
---|
| 3927 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
|
---|
| 3928 | "StaticGeometry with name '" + name + "' not found",
|
---|
| 3929 | "SceneManager::createStaticGeometry");
|
---|
| 3930 | }
|
---|
| 3931 | return i->second;
|
---|
| 3932 | }
|
---|
| 3933 | //---------------------------------------------------------------------
|
---|
| 3934 | void SceneManager::removeStaticGeometry(StaticGeometry* geom)
|
---|
| 3935 | {
|
---|
| 3936 | removeStaticGeometry(geom->getName());
|
---|
| 3937 | }
|
---|
| 3938 | //---------------------------------------------------------------------
|
---|
| 3939 | void SceneManager::removeStaticGeometry(const String& name)
|
---|
| 3940 | {
|
---|
| 3941 | StaticGeometryList::iterator i = mStaticGeometryList.find(name);
|
---|
| 3942 | if (i != mStaticGeometryList.end())
|
---|
| 3943 | {
|
---|
| 3944 | delete i->second;
|
---|
| 3945 | mStaticGeometryList.erase(i);
|
---|
| 3946 | }
|
---|
| 3947 |
|
---|
| 3948 | }
|
---|
| 3949 | //---------------------------------------------------------------------
|
---|
| 3950 | void SceneManager::removeAllStaticGeometry(void)
|
---|
| 3951 | {
|
---|
| 3952 | StaticGeometryList::iterator i, iend;
|
---|
| 3953 | iend = mStaticGeometryList.end();
|
---|
| 3954 | for (i = mStaticGeometryList.begin(); i != iend; ++i)
|
---|
| 3955 | {
|
---|
| 3956 | delete i->second;
|
---|
| 3957 | }
|
---|
| 3958 | mStaticGeometryList.clear();
|
---|
| 3959 | }
|
---|
| 3960 | //---------------------------------------------------------------------
|
---|
| 3961 | AxisAlignedBoxSceneQuery*
|
---|
| 3962 | SceneManager::createAABBQuery(const AxisAlignedBox& box, unsigned long mask)
|
---|
| 3963 | {
|
---|
| 3964 | DefaultAxisAlignedBoxSceneQuery* q = new DefaultAxisAlignedBoxSceneQuery(this);
|
---|
| 3965 | q->setBox(box);
|
---|
| 3966 | q->setQueryMask(mask);
|
---|
| 3967 | return q;
|
---|
| 3968 | }
|
---|
| 3969 | //---------------------------------------------------------------------
|
---|
| 3970 | SphereSceneQuery*
|
---|
| 3971 | SceneManager::createSphereQuery(const Sphere& sphere, unsigned long mask)
|
---|
| 3972 | {
|
---|
| 3973 | DefaultSphereSceneQuery* q = new DefaultSphereSceneQuery(this);
|
---|
| 3974 | q->setSphere(sphere);
|
---|
| 3975 | q->setQueryMask(mask);
|
---|
| 3976 | return q;
|
---|
| 3977 | }
|
---|
| 3978 | //---------------------------------------------------------------------
|
---|
| 3979 | PlaneBoundedVolumeListSceneQuery*
|
---|
| 3980 | SceneManager::createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes,
|
---|
| 3981 | unsigned long mask)
|
---|
| 3982 | {
|
---|
| 3983 | DefaultPlaneBoundedVolumeListSceneQuery* q = new DefaultPlaneBoundedVolumeListSceneQuery(this);
|
---|
| 3984 | q->setVolumes(volumes);
|
---|
| 3985 | q->setQueryMask(mask);
|
---|
| 3986 | return q;
|
---|
| 3987 | }
|
---|
| 3988 |
|
---|
| 3989 | //---------------------------------------------------------------------
|
---|
| 3990 | RaySceneQuery*
|
---|
| 3991 | SceneManager::createRayQuery(const Ray& ray, unsigned long mask)
|
---|
| 3992 | {
|
---|
| 3993 | DefaultRaySceneQuery* q = new DefaultRaySceneQuery(this);
|
---|
| 3994 | q->setRay(ray);
|
---|
| 3995 | q->setQueryMask(mask);
|
---|
| 3996 | return q;
|
---|
| 3997 | }
|
---|
| 3998 | //---------------------------------------------------------------------
|
---|
| 3999 | IntersectionSceneQuery*
|
---|
| 4000 | SceneManager::createIntersectionQuery(unsigned long mask)
|
---|
| 4001 | {
|
---|
| 4002 |
|
---|
| 4003 | DefaultIntersectionSceneQuery* q = new DefaultIntersectionSceneQuery(this);
|
---|
| 4004 | q->setQueryMask(mask);
|
---|
| 4005 | return q;
|
---|
| 4006 | }
|
---|
| 4007 | //---------------------------------------------------------------------
|
---|
| 4008 | void SceneManager::destroyQuery(SceneQuery* query)
|
---|
| 4009 | {
|
---|
| 4010 | delete query;
|
---|
| 4011 | }
|
---|
| 4012 | //---------------------------------------------------------------------
|
---|
| 4013 | DefaultIntersectionSceneQuery::DefaultIntersectionSceneQuery(SceneManager* creator)
|
---|
| 4014 | : IntersectionSceneQuery(creator)
|
---|
| 4015 | {
|
---|
| 4016 | // No world geometry results supported
|
---|
| 4017 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4018 | }
|
---|
| 4019 | //---------------------------------------------------------------------
|
---|
| 4020 | DefaultIntersectionSceneQuery::~DefaultIntersectionSceneQuery()
|
---|
| 4021 | {
|
---|
| 4022 | }
|
---|
| 4023 | //---------------------------------------------------------------------
|
---|
| 4024 | void DefaultIntersectionSceneQuery::execute(IntersectionSceneQueryListener* listener)
|
---|
| 4025 | {
|
---|
| 4026 | // Entities only for now
|
---|
| 4027 | SceneManager::EntityList::const_iterator a, b, theEnd;
|
---|
| 4028 | theEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4029 | int numEntities;
|
---|
| 4030 | // Loop a from first to last-1
|
---|
| 4031 | a = mParentSceneMgr->mEntities.begin();
|
---|
| 4032 | numEntities = (uint)mParentSceneMgr->mEntities.size();
|
---|
| 4033 | for (int i = 0; i < (numEntities - 1); ++i, ++a)
|
---|
| 4034 | {
|
---|
| 4035 | // Skip if a does not pass the mask
|
---|
| 4036 | if (!(a->second->getQueryFlags() & mQueryMask) ||
|
---|
| 4037 | !a->second->isInScene())
|
---|
| 4038 | continue;
|
---|
| 4039 |
|
---|
| 4040 | // Loop b from a+1 to last
|
---|
| 4041 | b = a;
|
---|
| 4042 | for (++b; b != theEnd; ++b)
|
---|
| 4043 | {
|
---|
| 4044 | // Apply mask to b (both must pass)
|
---|
| 4045 | if ((b->second->getQueryFlags() & mQueryMask) && b->second->isInScene())
|
---|
| 4046 | {
|
---|
| 4047 | const AxisAlignedBox& box1 = a->second->getWorldBoundingBox();
|
---|
| 4048 | const AxisAlignedBox& box2 = b->second->getWorldBoundingBox();
|
---|
| 4049 |
|
---|
| 4050 | if (box1.intersects(box2))
|
---|
| 4051 | {
|
---|
| 4052 | if (!listener->queryResult(a->second, b->second)) return;
|
---|
| 4053 | }
|
---|
| 4054 | }
|
---|
| 4055 |
|
---|
| 4056 | }
|
---|
| 4057 | }
|
---|
| 4058 | }
|
---|
| 4059 | //---------------------------------------------------------------------
|
---|
| 4060 | DefaultAxisAlignedBoxSceneQuery::
|
---|
| 4061 | DefaultAxisAlignedBoxSceneQuery(SceneManager* creator)
|
---|
| 4062 | : AxisAlignedBoxSceneQuery(creator)
|
---|
| 4063 | {
|
---|
| 4064 | // No world geometry results supported
|
---|
| 4065 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4066 | }
|
---|
| 4067 | //---------------------------------------------------------------------
|
---|
| 4068 | DefaultAxisAlignedBoxSceneQuery::~DefaultAxisAlignedBoxSceneQuery()
|
---|
| 4069 | {
|
---|
| 4070 | }
|
---|
| 4071 | //---------------------------------------------------------------------
|
---|
| 4072 | void DefaultAxisAlignedBoxSceneQuery::execute(SceneQueryListener* listener)
|
---|
| 4073 | {
|
---|
| 4074 | // Entities only for now
|
---|
| 4075 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4076 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4077 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4078 | {
|
---|
| 4079 | if ((i->second->getQueryFlags() & mQueryMask) &&
|
---|
| 4080 | i->second->isInScene() &&
|
---|
| 4081 | mAABB.intersects(i->second->getWorldBoundingBox()))
|
---|
| 4082 | {
|
---|
| 4083 | if (!listener->queryResult(i->second)) return;
|
---|
| 4084 | }
|
---|
| 4085 | }
|
---|
| 4086 | }
|
---|
| 4087 | //---------------------------------------------------------------------
|
---|
| 4088 | DefaultRaySceneQuery::
|
---|
| 4089 | DefaultRaySceneQuery(SceneManager* creator) : RaySceneQuery(creator)
|
---|
| 4090 | {
|
---|
| 4091 | // No world geometry results supported
|
---|
| 4092 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4093 | }
|
---|
| 4094 | //---------------------------------------------------------------------
|
---|
| 4095 | DefaultRaySceneQuery::~DefaultRaySceneQuery()
|
---|
| 4096 | {
|
---|
| 4097 | }
|
---|
| 4098 | //---------------------------------------------------------------------
|
---|
| 4099 | void DefaultRaySceneQuery::execute(RaySceneQueryListener* listener)
|
---|
| 4100 | {
|
---|
| 4101 | // Note that becuase we have no scene partitioning, we actually
|
---|
| 4102 | // perform a complete scene search even if restricted results are
|
---|
| 4103 | // requested; smarter scene manager queries can utilise the paritioning
|
---|
| 4104 | // of the scene in order to reduce the number of intersection tests
|
---|
| 4105 | // required to fulfil the query
|
---|
| 4106 |
|
---|
| 4107 | // TODO: BillboardSets? Will need per-billboard collision most likely
|
---|
| 4108 | // Entities only for now
|
---|
| 4109 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4110 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4111 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4112 | {
|
---|
| 4113 | if( (i->second->getQueryFlags() & mQueryMask) &&
|
---|
| 4114 | i->second->isInScene())
|
---|
| 4115 | {
|
---|
| 4116 | // Do ray / box test
|
---|
| 4117 | std::pair<bool, Real> result =
|
---|
| 4118 | mRay.intersects(i->second->getWorldBoundingBox());
|
---|
| 4119 |
|
---|
| 4120 | if (result.first)
|
---|
| 4121 | {
|
---|
| 4122 | if (!listener->queryResult(i->second, result.second)) return;
|
---|
| 4123 | }
|
---|
| 4124 | }
|
---|
| 4125 | }
|
---|
| 4126 |
|
---|
| 4127 | }
|
---|
| 4128 | //---------------------------------------------------------------------
|
---|
| 4129 | DefaultSphereSceneQuery::
|
---|
| 4130 | DefaultSphereSceneQuery(SceneManager* creator) : SphereSceneQuery(creator)
|
---|
| 4131 | {
|
---|
| 4132 | // No world geometry results supported
|
---|
| 4133 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4134 | }
|
---|
| 4135 | //---------------------------------------------------------------------
|
---|
| 4136 | DefaultSphereSceneQuery::~DefaultSphereSceneQuery()
|
---|
| 4137 | {
|
---|
| 4138 | }
|
---|
| 4139 | //---------------------------------------------------------------------
|
---|
| 4140 | void DefaultSphereSceneQuery::execute(SceneQueryListener* listener)
|
---|
| 4141 | {
|
---|
| 4142 | // TODO: BillboardSets? Will need per-billboard collision most likely
|
---|
| 4143 | // Entities only for now
|
---|
| 4144 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4145 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4146 | Sphere testSphere;
|
---|
| 4147 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4148 | {
|
---|
| 4149 | // Skip unattached
|
---|
| 4150 | if (!i->second->isInScene() ||
|
---|
| 4151 | !(i->second->getQueryFlags() & mQueryMask))
|
---|
| 4152 | continue;
|
---|
| 4153 |
|
---|
| 4154 | // Do sphere / sphere test
|
---|
| 4155 | testSphere.setCenter(i->second->getParentNode()->_getDerivedPosition());
|
---|
| 4156 | testSphere.setRadius(i->second->getBoundingRadius());
|
---|
| 4157 | if (mSphere.intersects(testSphere))
|
---|
| 4158 | {
|
---|
| 4159 | if (!listener->queryResult(i->second)) return;
|
---|
| 4160 | }
|
---|
| 4161 | }
|
---|
| 4162 | }
|
---|
| 4163 | //---------------------------------------------------------------------
|
---|
| 4164 | DefaultPlaneBoundedVolumeListSceneQuery::
|
---|
| 4165 | DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator)
|
---|
| 4166 | : PlaneBoundedVolumeListSceneQuery(creator)
|
---|
| 4167 | {
|
---|
| 4168 | // No world geometry results supported
|
---|
| 4169 | mSupportedWorldFragments.insert(SceneQuery::WFT_NONE);
|
---|
| 4170 | }
|
---|
| 4171 | //---------------------------------------------------------------------
|
---|
| 4172 | DefaultPlaneBoundedVolumeListSceneQuery::~DefaultPlaneBoundedVolumeListSceneQuery()
|
---|
| 4173 | {
|
---|
| 4174 | }
|
---|
| 4175 | //---------------------------------------------------------------------
|
---|
| 4176 | void DefaultPlaneBoundedVolumeListSceneQuery::execute(SceneQueryListener* listener)
|
---|
| 4177 | {
|
---|
| 4178 | // Entities only for now
|
---|
| 4179 | SceneManager::EntityList::const_iterator i, iEnd;
|
---|
| 4180 | iEnd = mParentSceneMgr->mEntities.end();
|
---|
| 4181 | Sphere testSphere;
|
---|
| 4182 | for (i = mParentSceneMgr->mEntities.begin(); i != iEnd; ++i)
|
---|
| 4183 | {
|
---|
| 4184 | PlaneBoundedVolumeList::iterator pi, piend;
|
---|
| 4185 | piend = mVolumes.end();
|
---|
| 4186 | for (pi = mVolumes.begin(); pi != piend; ++pi)
|
---|
| 4187 | {
|
---|
| 4188 | PlaneBoundedVolume& vol = *pi;
|
---|
| 4189 | // Do AABB / plane volume test
|
---|
| 4190 | if ((i->second->getQueryFlags() & mQueryMask) &&
|
---|
| 4191 | i->second->isInScene() &&
|
---|
| 4192 | vol.intersects(i->second->getWorldBoundingBox()))
|
---|
| 4193 | {
|
---|
| 4194 | if (!listener->queryResult(i->second)) return;
|
---|
| 4195 | break;
|
---|
| 4196 | }
|
---|
| 4197 | }
|
---|
| 4198 | }
|
---|
| 4199 | }
|
---|
| 4200 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 4201 | //-----------------------------------------------------------------------
|
---|
[316] | 4202 | Pass* SceneManager::setPassWrapper(Pass* pass)
|
---|
| 4203 | {
|
---|
| 4204 | return setPass(pass);
|
---|
| 4205 | }
|
---|
| 4206 | //-----------------------------------------------------------------------
|
---|
[139] | 4207 | void SceneManager::_renderSceneNode(Camera *cam, SceneNode *node, const int leavePassesInQueue)
|
---|
[131] | 4208 | {
|
---|
[135] | 4209 | // delete previously rendered objects from renderqueue
|
---|
[139] | 4210 | _deleteRenderedQueueGroups(leavePassesInQueue);
|
---|
[135] | 4211 |
|
---|
[131] | 4212 | node->_findVisibleObjects(cam, getRenderQueue(), false, mDisplayNodes, false);
|
---|
| 4213 | SceneManager::_renderVisibleObjects();
|
---|
| 4214 | }
|
---|
| 4215 | //-----------------------------------------------------------------------
|
---|
[139] | 4216 | void SceneManager::_deleteRenderedQueueGroups(const int leavePassesInQueue)
|
---|
[131] | 4217 | {
|
---|
| 4218 | RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator();
|
---|
| 4219 |
|
---|
| 4220 | // find currently processed queue groups and delelete them from render queue
|
---|
| 4221 | while (queueIt.hasMoreElements())
|
---|
| 4222 | {
|
---|
| 4223 | RenderQueueGroupID qId = queueIt.peekNextKey();
|
---|
| 4224 | RenderQueueGroup* pGroup = queueIt.getNext();
|
---|
| 4225 |
|
---|
| 4226 | if (isRenderQueueToBeProcessed(qId))
|
---|
| 4227 | {
|
---|
[343] | 4228 | pGroup->destroyPasses(leavePassesInQueue);
|
---|
[131] | 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 | //-----------------------------------------------------------------------
|
---|
[139] | 4248 | void SceneManager::_renderMovableObject(MovableObject *mov, const int leavePassesInQueue)
|
---|
[131] | 4249 | {
|
---|
[135] | 4250 | // delete previously rendered objects from renderqueue
|
---|
[139] | 4251 | _deleteRenderedQueueGroups(leavePassesInQueue);
|
---|
[135] | 4252 |
|
---|
[131] | 4253 | mov->_updateRenderQueue(getRenderQueue());
|
---|
| 4254 | SceneManager::_renderVisibleObjects();
|
---|
| 4255 | }
|
---|
[183] | 4256 | //-----------------------------------------------------------------------
|
---|
| 4257 | void SceneManager::_renderSingleRenderable(Renderable *rend)
|
---|
| 4258 | {
|
---|
| 4259 | Pass *pass = rend->getTechnique()->getPass(0);
|
---|
| 4260 | setPass(pass);
|
---|
| 4261 | renderSingleObject(rend, pass, false);
|
---|
| 4262 | }
|
---|
[316] | 4263 | //-----------------------------------------------------------------------
|
---|
| 4264 | void SceneManager::useRenderableViewProjModeWrapper(Renderable* pRend)
|
---|
| 4265 | {
|
---|
| 4266 | useRenderableViewProjMode(pRend);
|
---|
| 4267 | }
|
---|
[131] | 4268 | #endif //GTP_VISIBILITY_MODIFIED_OGRE
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| 4269 | }
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