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