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