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