Changeset 130 for trunk/VUT/Ogre/src/OgreVisibilityTerrainSceneManager.cpp
- Timestamp:
- 06/14/05 02:50:05 (19 years ago)
- File:
-
- 1 edited
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trunk/VUT/Ogre/src/OgreVisibilityTerrainSceneManager.cpp
r129 r130 24 24 mDelayRenderTransparents(true), 25 25 mUseDepthPass(false), 26 mRenderItemBuffer( true),26 mRenderItemBuffer(false), 27 27 mCurrentEntityId(0) 28 28 { 29 29 mHierarchyInterface = new OctreeHierarchyInterface(this, mDestRenderSystem); 30 30 mQueryManager = new PlatformQueryManager(mHierarchyInterface, mCurrentViewport); 31 32 mVisibilityManager->SetQueryManager(mQueryManager); 31 33 //mDisplayNodes = true; 32 34 //mShowBoundingBoxes = true; … … 87 89 mHierarchyInterface = NULL; 88 90 } 91 if (mQueryManager) 92 { 93 delete mQueryManager; 94 mQueryManager = NULL; 95 } 89 96 } 90 97 //----------------------------------------------------------------------- 91 98 void VisibilityTerrainSceneManager::ShowVisualization(Camera *cam) 92 99 { 93 LogManager::getSingleton().logMessage("***********VISUALIZATION************");94 100 // add player camera for visualization purpose 95 101 try … … 189 195 setAmbientLight(ColourValue(1,1,1,1)); 190 196 } 191 192 LogManager::getSingleton().logMessage("***********FIND OBJECTS************"); 193 getRenderQueue()->clear(); 197 //getRenderQueue()->clear(); 194 198 195 199 //-- show visible scene nodes and octree bounding boxes from last frame … … 221 225 void VisibilityTerrainSceneManager::_renderVisibleObjects() 222 226 { 223 /*224 std::stringstream d;225 d << "Terrain render level: " << TerrainRenderable::getCurrentRenderLevelIndex();226 LogManager::getSingleton().logMessage(d.str());227 228 227 // increase terrain renderlevel 229 228 int renderLevel = TerrainRenderable::getCurrentRenderLevelIndex() + 1; … … 233 232 renderLevel = 0; 234 233 } 235 */ 234 236 235 // visualization: apply standard rendering 237 236 if (mShowVisualization) 238 237 { 239 238 TerrainSceneManager::_renderVisibleObjects(); 240 //TerrainRenderable::setCurrentRenderLevelIndex(renderLevel);239 TerrainRenderable::setCurrentRenderLevelIndex(renderLevel); 241 240 return; 242 241 } 243 244 LogManager::getSingleton().logMessage("***********RENDER OBJECTS************");245 242 246 243 InitDepthPass(); // create material for depth pass … … 309 306 TerrainSceneManager::_renderVisibleObjects(); 310 307 311 //TerrainRenderable::setCurrentRenderLevelIndex(renderLevel);308 TerrainRenderable::setCurrentRenderLevelIndex(renderLevel); 312 309 //WriteLog(); // write out stats 313 310 } … … 374 371 // notifiy that frame has ended so terrain render level can be reset for correct 375 372 // terrain rendering 376 /*if (key == "TerrainLevelIdx")373 if (key == "TerrainLevelIdx") 377 374 { 378 375 TerrainRenderable::setCurrentRenderLevelIndex((*static_cast<const int *>(val))); 379 376 return true; 380 } */377 } 381 378 return VisibilityOptionsManager(mVisibilityManager, mHierarchyInterface). 382 379 setOption(key, val) || TerrainSceneManager::setOption(key, val); … … 507 504 //<< ", renderable name: " << irend-> 508 505 RenderSingleObjectForItemBuffer(*irend, ipass->first); 509 RenderSingleObjectForOcclusionQuery(506 //RenderSingleObjectForOcclusionQuery( 510 507 } 511 508 } … … 562 559 //LogManager::getSingleton().logMessage("has vertex program"); 563 560 Pass *usedPass = setPass(mItemBufferPass); 564 //Pass *usedPass = setPass(pass);561 //Pass *usedPass = setPass(pass); 565 562 std::stringstream d; 566 563 d << "item buffer id: " << rend->getId() << ", col: " << col; … … 571 568 } 572 569 //----------------------------------------------------------------------- 573 Entity* VisibilityTerrainSceneManager::createEntity(const String& entityName, const String& meshName) 570 GtpVisibility::VisibilityManager *VisibilityTerrainSceneManager::GetVisibilityManager() 571 { 572 return mVisibilityManager; 573 } 574 //----------------------------------------------------------------------- 575 Entity* VisibilityTerrainSceneManager::createEntity(const String& entityName, 576 const String& meshName) 574 577 { 575 578 Entity *ent = SceneManager::createEntity(entityName, meshName); 576 579 577 for (int i = 0; i < ent->getNumSubEntities(); ++i)580 for (int i = 0; i < (int)ent->getNumSubEntities(); ++i) 578 581 { 579 582 ent->getSubEntity(i)->setId(mCurrentEntityId ++);
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