Changeset 2160
- Timestamp:
- 02/23/07 11:50:31 (18 years ago)
- Location:
- GTP/trunk/Lib/Vis
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreOcclusionCullingSceneManager.h
r2145 r2160 175 175 /** Load a scene. 176 176 */ 177 bool LoadScene(const String &filename, const String &viewCellsFilename); 177 bool LoadScene(const String &filename, 178 const String &viewCellsFilename); 178 179 179 180 void loadConfig(DataStreamPtr& stream); 181 182 void RenderDepthPass(); 183 184 void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays); 180 185 181 186 ////////////////////////////////////////// -
GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/src/OgreOcclusionCullingSceneManager.cpp
r2145 r2160 613 613 // set depth fill pass if we currently do not make an aabb occlusion query 614 614 const bool useDepthPass = 615 (mIsDepthPassPhase && !mHierarchyInterface->IsBoundingBoxQuery());615 mUseDepthPass && mIsDepthPassPhase && !mHierarchyInterface->IsBoundingBoxQuery(); 616 616 617 617 const IlluminationRenderStage savedStage = mIlluminationStage; 618 618 619 // set illumination stage to NONE so no shadow material is used 620 // for depth pass or for occlusion query 621 if (mIsDepthPassPhase || mHierarchyInterface->IsBoundingBoxQuery()) 622 { 623 mIlluminationStage = IRS_NONE; 624 } 625 626 // --- set vertex program of current pass in order to set correct depth 627 if (mExecuteVertexProgramForAllPasses && 628 mIsDepthPassPhase && 629 pass->hasVertexProgram()) 630 { 631 // add vertex program of current pass to depth pass 632 mDepthPass->setVertexProgram(pass->getVertexProgramName()); 633 634 if (mDepthPass->hasVertexProgram()) 635 { 636 const GpuProgramPtr& prg = mDepthPass->getVertexProgram(); 637 // Load this program if not done already 638 if (!prg->isLoaded()) 639 prg->load(); 640 // Copy params 641 mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters()); 642 } 643 } 644 else if (mDepthPass->hasVertexProgram()) // reset vertex program 645 { 646 mDepthPass->setVertexProgram(""); 647 } 648 619 if (useDepthPass) 620 { 621 // set illumination stage to NONE so no shadow material is used 622 // for depth pass or for occlusion query 623 if (mIsDepthPassPhase || mHierarchyInterface->IsBoundingBoxQuery()) 624 { 625 mIlluminationStage = IRS_NONE; 626 } 627 628 //--- set vertex program of current pass in order to set correct depth 629 if (mExecuteVertexProgramForAllPasses && 630 mIsDepthPassPhase && 631 pass->hasVertexProgram()) 632 { 633 // add vertex program of current pass to depth pass 634 mDepthPass->setVertexProgram(pass->getVertexProgramName()); 635 636 if (mDepthPass->hasVertexProgram()) 637 { 638 const GpuProgramPtr& prg = mDepthPass->getVertexProgram(); 639 // Load this program if not done already 640 if (!prg->isLoaded()) 641 prg->load(); 642 // Copy params 643 mDepthPass->setVertexProgramParameters(pass->getVertexProgramParameters()); 644 } 645 } 646 else if (mDepthPass->hasVertexProgram()) 647 { // reset vertex program 648 mDepthPass->setVertexProgram(""); 649 } 650 } 651 649 652 const Pass *usedPass = useDepthPass ? mDepthPass : pass; 650 653 … … 682 685 ////////////// 683 686 //-- show visible scene nodes and octree bounding boxes from last frame 687 684 688 PrepareVisualization(cam); 685 } 686 else 687 { 688 // hierarchical culling interleaves identification 689 // and rendering of objects in _renderVisibibleObjects 690 691 // for the shadow pass we use only standard rendering 692 // because shadows have low occlusion anyway 693 if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE && 694 mIlluminationStage == IRS_RENDER_TO_TEXTURE) 695 { 696 OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters); 697 } 698 699 // only shadow casters will be rendered in shadow texture pass 700 if (0) mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters); 701 702 /////////// 703 //-- set visibility according to pvs of current view cell 704 705 UpdatePvs(cam); 706 707 if (mNormalExecution) 708 { 709 OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters); 710 //return; 711 } 712 } 713 689 690 // lists only used for visualization 691 mVisible.clear(); 692 mBoxes.clear(); 693 694 return; 695 } 696 714 697 // lists only used for visualization 715 698 mVisible.clear(); 716 699 mBoxes.clear(); 700 701 /////////// 702 //-- set visibility according to pvs of current view cell 703 704 UpdatePvs(cam); 705 706 // standard rendering in first pass 707 if (!mNormalExecution && mUseDepthPass) 708 { 709 RenderDepthPass(); 710 } 711 else 712 { 713 // hierarchical culling interleaves identification 714 // and rendering of objects in _renderVisibibleObjects 715 716 // for the shadow pass we use only standard rendering 717 // because shadows have low occlusion anyway 718 if ((mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE && 719 mIlluminationStage == IRS_RENDER_TO_TEXTURE) || 720 mNormalExecution) 721 { 722 OctreeSceneManager::_findVisibleObjects(cam, onlyShadowCasters); 723 } 724 725 // only shadow casters will be rendered in shadow texture pass 726 //if (0) mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters); 727 } 717 728 } 718 729 //----------------------------------------------------------------------- 719 730 void OcclusionCullingSceneManager::_renderVisibleObjects() 720 731 { 721 const bool flushQueue = mDeleteQueueAfterRendering && ((mCurrentFrame % mFlushRate) == 0); 732 const bool flushQueue = 733 mDeleteQueueAfterRendering && ((mCurrentFrame % mFlushRate) == 0); 722 734 ++ mCurrentFrame; 723 735 … … 730 742 } 731 743 732 InitDepthPass(); // create material for depth pass733 744 InitItemBufferPass(); // create material for item buffer pass 734 745 … … 740 751 //-- (e.g., the visualization mode, the shadow pass) 741 752 742 if (m ShowVisualization ||753 if (mUseDepthPass || mShowVisualization || 743 754 (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE && 744 755 mIlluminationStage == IRS_RENDER_TO_TEXTURE)) … … 795 806 addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY); 796 807 797 // exclude th isqueues from hierarchical rendering808 // exclude these queues from hierarchical rendering 798 809 setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE); 799 810 … … 819 830 820 831 ///////////// 821 //-- reset parameters needed for special rendering 822 823 mIsDepthPassPhase = false; 832 //-- reset parameters needed during hierarchical rendering 833 824 834 mIsItemBufferPhase = false; 825 835 mSkipTransparents = false; … … 827 837 828 838 mLeavePassesInQueue = 0; 829 830 // the shaded geometry is rendered in a second pass 831 if (mUseDepthPass) 832 { 833 // add visible nodes found by the visibility culling algorithm 834 NodeList::const_iterator it, it_end = mVisible.end(); 835 836 //getRenderQueue()->clear(); 837 for (it = mVisible.begin(); it != it_end; ++ it) 838 { 839 (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false); 840 } 841 } 842 839 843 840 ///////////// 844 841 //-- now we can render all remaining queue objects … … 868 865 if (mNormalExecution) 869 866 { 870 OctreeSceneManager::_updateSceneGraph(cam);867 TerrainSceneManager::_updateSceneGraph(cam); 871 868 return; 872 869 } … … 1326 1323 mIsDepthPassPhase = mUseDepthPass; 1327 1324 1328 mIsHierarchicalCulling = true; // during hierarchical culling 1325 // indicates that we use hierarchical culling from now on 1326 mIsHierarchicalCulling = true; 1329 1327 1330 1328 // item buffer needs full ambient lighting to use item colors as unique id … … 1342 1340 mLeavePassesInQueue = 0; 1343 1341 1344 // if we have the depth pass or use an item buffer, no passes are leftin the queue1342 // if we have the depth pass or use an item buffer, we leave no passes in the queue 1345 1343 if (1 && !mUseDepthPass && !mUseItemBuffer) 1346 1344 { … … 1819 1817 return false; 1820 1818 } 1819 1820 1821 #if 0 1822 void OcclusionCullingSceneManager::RenderDepthPass() 1823 { 1824 //////////////////// 1825 //-- hierarchical culling 1826 1827 // exclude these queues from hierarchical rendering 1828 clearSpecialCaseRenderQueues(); 1829 addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND); 1830 addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY); 1831 addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE); 1832 addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY); 1833 setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE); 1834 1835 // set all necessary parameters for 1836 // hierarchical visibility culling and rendering 1837 InitVisibilityCulling(mCameraInProgress); 1838 1839 1840 /** 1841 * the hierarchical culling algorithm 1842 * for depth pass: we just find objects and update depth buffer 1843 * for "delayed" rendering: we render some passes afterwards 1844 * e.g., transparents, because they need front-to-back sorting 1845 **/ 1846 1847 mVisibilityManager->ApplyVisibilityCulling(); 1848 1849 // delete remaining renderables from queue: 1850 // all which are not in mLeavePassesInQueue) 1851 _deleteRenderedQueueGroups(mLeavePassesInQueue); 1852 1853 ///////////// 1854 //-- reset parameters needed for special rendering 1855 1856 mIsDepthPassPhase = false; 1857 mIsItemBufferPhase = false; 1858 mSkipTransparents = false; 1859 mIsHierarchicalCulling = false; 1860 1861 mLeavePassesInQueue = 0; 1862 1863 ///////////// 1864 //-- now we can render all remaining queue objects 1865 //-- used for depth pass, transparents, overlay 1866 clearSpecialCaseRenderQueues(); 1867 1868 // the shaded geometry is rendered in a second pass 1869 // add visible nodes found by the visibility culling algorithm 1870 NodeList::const_iterator it, it_end = mVisible.end(); 1871 1872 if(1) 1873 for (it = mVisible.begin(); it != it_end; ++ it) 1874 { 1875 (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false); 1876 } 1877 } 1878 #endif 1879 void OcclusionCullingSceneManager::RenderDepthPass() 1880 { 1881 InitDepthPass(); // create material for depth pass 1882 1883 //////////////////// 1884 //-- hierarchical culling 1885 1886 // set all necessary parameters for 1887 // hierarchical visibility culling and rendering 1888 InitVisibilityCulling(mCameraInProgress); 1889 1890 1891 /** 1892 * the hierarchical culling algorithm 1893 * for depth pass: we just find objects and update depth buffer 1894 * for "delayed" rendering: we render some passes afterwards 1895 * e.g., transparents, because they need front-to-back sorting 1896 **/ 1897 1898 mVisibilityManager->ApplyVisibilityCulling(); 1899 1900 // delete remaining renderables from queue 1901 //_deleteRenderedQueueGroups(); 1902 getRenderQueue()->clear(); 1903 1904 ///////////// 1905 //-- reset parameters needed for special rendering 1906 1907 mIsDepthPassPhase = false; 1908 mIsItemBufferPhase = false; 1909 mSkipTransparents = false; 1910 mIsHierarchicalCulling = false; 1911 mLeavePassesInQueue = 0; 1912 1913 // the shaded geometry is rendered in a second pass 1914 // add visible nodes found by the visibility culling algorithm 1915 NodeList::const_iterator it, it_end = mVisible.end(); 1916 1917 if(1) 1918 for (it = mVisible.begin(); it != it_end; ++ it) 1919 { 1920 (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false); 1921 } 1922 } 1821 1923 //----------------------------------------------------------------------- 1822 1924 bool OcclusionCullingSceneManager::LoadSceneObj(const String &filename, … … 1841 1943 return true; 1842 1944 } 1945 1946 //----------------------------------------------------------------------- 1947 void OcclusionCullingSceneManager::_renderScene(Camera* camera, Viewport* vp, bool includeOverlays) 1948 { 1949 Root::getSingleton()._setCurrentSceneManager(this); 1950 mActiveQueuedRenderableVisitor->targetSceneMgr = this; 1951 1952 if (isShadowTechniqueInUse()) 1953 { 1954 // Prepare shadow materials 1955 initShadowVolumeMaterials(); 1956 } 1957 1958 // Perform a quick pre-check to see whether we should override far distance 1959 // When using stencil volumes we have to use infinite far distance 1960 // to prevent dark caps getting clipped 1961 if (isShadowTechniqueStencilBased() && 1962 camera->getProjectionType() == PT_PERSPECTIVE && 1963 camera->getFarClipDistance() != 0 && 1964 mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE) && 1965 mShadowUseInfiniteFarPlane) 1966 { 1967 // infinite far distance 1968 camera->setFarClipDistance(0); 1969 } 1970 1971 mCameraInProgress = camera; 1972 1973 1974 // Update controllers 1975 ControllerManager::getSingleton().updateAllControllers(); 1976 1977 // Update the scene, only do this once per frame 1978 unsigned long thisFrameNumber = Root::getSingleton().getCurrentFrameNumber(); 1979 if (thisFrameNumber != mLastFrameNumber) 1980 { 1981 // Update animations 1982 _applySceneAnimations(); 1983 mLastFrameNumber = thisFrameNumber; 1984 } 1985 1986 // Update scene graph for this camera (can happen multiple times per frame) 1987 _updateSceneGraph(camera); 1988 1989 // Auto-track nodes 1990 AutoTrackingSceneNodes::iterator atsni, atsniend; 1991 atsniend = mAutoTrackingSceneNodes.end(); 1992 for (atsni = mAutoTrackingSceneNodes.begin(); atsni != atsniend; ++atsni) 1993 { 1994 (*atsni)->_autoTrack(); 1995 } 1996 // Auto-track camera if required 1997 camera->_autoTrack(); 1998 1999 2000 // Are we using any shadows at all? 2001 if (isShadowTechniqueInUse() && 2002 mIlluminationStage != IRS_RENDER_TO_TEXTURE && 2003 vp->getShadowsEnabled() && 2004 mFindVisibleObjects) 2005 { 2006 // Locate any lights which could be affecting the frustum 2007 findLightsAffectingFrustum(camera); 2008 if (isShadowTechniqueTextureBased()) 2009 { 2010 // ******* 2011 // WARNING 2012 // ******* 2013 // This call will result in re-entrant calls to this method 2014 // therefore anything which comes before this is NOT 2015 // guaranteed persistent. Make sure that anything which 2016 // MUST be specific to this camera / target is done 2017 // AFTER THIS POINT 2018 prepareShadowTextures(camera, vp); 2019 // reset the cameras because of the re-entrant call 2020 mCameraInProgress = camera; 2021 } 2022 } 2023 2024 // Invert vertex winding? 2025 if (camera->isReflected()) 2026 { 2027 mDestRenderSystem->setInvertVertexWinding(true); 2028 } 2029 else 2030 { 2031 mDestRenderSystem->setInvertVertexWinding(false); 2032 } 2033 2034 // Tell params about viewport 2035 mAutoParamDataSource.setCurrentViewport(vp); 2036 // Set the viewport 2037 setViewport(vp); 2038 2039 // Tell params about camera 2040 mAutoParamDataSource.setCurrentCamera(camera); 2041 // Set autoparams for finite dir light extrusion 2042 mAutoParamDataSource.setShadowDirLightExtrusionDistance(mShadowDirLightExtrudeDist); 2043 2044 // Tell params about current ambient light 2045 mAutoParamDataSource.setAmbientLightColour(mAmbientLight); 2046 // Tell rendersystem 2047 mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b); 2048 2049 // Tell params about render target 2050 mAutoParamDataSource.setCurrentRenderTarget(vp->getTarget()); 2051 2052 2053 // Set camera window clipping planes (if any) 2054 if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_USER_CLIP_PLANES)) 2055 { 2056 if (camera->isWindowSet()) 2057 { 2058 const std::vector<Plane>& planeList = 2059 camera->getWindowPlanes(); 2060 for (ushort i = 0; i < 4; ++i) 2061 { 2062 mDestRenderSystem->enableClipPlane(i, true); 2063 mDestRenderSystem->setClipPlane(i, planeList[i]); 2064 } 2065 } 2066 else 2067 { 2068 for (ushort i = 0; i < 4; ++i) 2069 { 2070 mDestRenderSystem->enableClipPlane(i, false); 2071 } 2072 } 2073 } 2074 2075 // Prepare render queue for receiving new objects 2076 prepareRenderQueue(); 2077 2078 mDestRenderSystem->_beginGeometryCount(); 2079 // Begin the frame 2080 mDestRenderSystem->_beginFrame(); 2081 2082 // Set rasterisation mode 2083 mDestRenderSystem->_setPolygonMode(camera->getPolygonMode()); 2084 2085 // Set initial camera state 2086 mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrixRS()); 2087 mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix(true)); 2088 2089 2090 if (mFindVisibleObjects) 2091 { 2092 // Parse the scene and tag visibles 2093 _findVisibleObjects(camera, 2094 mIlluminationStage == IRS_RENDER_TO_TEXTURE? true : false); 2095 } 2096 // Add overlays, if viewport deems it 2097 if (vp->getOverlaysEnabled() && mIlluminationStage != IRS_RENDER_TO_TEXTURE) 2098 { 2099 OverlayManager::getSingleton()._queueOverlaysForRendering(camera, getRenderQueue(), vp); 2100 } 2101 // Queue skies, if viewport seems it 2102 if (vp->getSkiesEnabled() && mFindVisibleObjects && mIlluminationStage != IRS_RENDER_TO_TEXTURE) 2103 { 2104 _queueSkiesForRendering(camera); 2105 } 2106 2107 2108 // Render scene content 2109 _renderVisibleObjects(); 2110 2111 // End frame 2112 mDestRenderSystem->_endFrame(); 2113 2114 // Notify camera or vis faces 2115 camera->_notifyRenderedFaces(mDestRenderSystem->_getFaceCount()); 2116 } 2117 1843 2118 //----------------------------------------------------------------------- 1844 2119 const String OcclusionCullingSceneManagerFactory::FACTORY_TYPE_NAME = "OcclusionCullingSceneManager"; … … 1862 2137 mTerrainPageSources.push_back(ps); 1863 2138 tsm->registerPageSource("Heightmap", ps); 1864 LogManager::getSingleton().logMessage("here4"); 2139 1865 2140 return tsm; 1866 2141 } -
GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.vcproj
r2146 r2160 21 21 Optimization="0" 22 22 AdditionalIncludeDirectories="..\include;..\src;..\..\..\..\..\..\NonGTP\Devil\include;..\..\..\..\..\..\NonGTP\Zlib\include;..\..\..\..\..\..\NonGTP\Xerces;..\..\..\..\..\..\NonGTP\Boost;Timer" 23 PreprocessorDefinitions="WIN32;_DEBUG;_LIB ;USE_BIT_PVS"23 PreprocessorDefinitions="WIN32;_DEBUG;_LIB" 24 24 MinimalRebuild="TRUE" 25 25 BasicRuntimeChecks="3"
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