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://www.ogre3d.org |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #include "OgreStableHeaders.h" |
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30 | |
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31 | #include "OgreSceneManager.h" |
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32 | |
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33 | #include "OgreCamera.h" |
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34 | #include "OgreRenderSystem.h" |
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35 | #include "OgreMeshManager.h" |
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36 | #include "OgreMesh.h" |
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37 | #include "OgreSubMesh.h" |
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38 | #include "OgreEntity.h" |
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39 | #include "OgreSubEntity.h" |
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40 | #include "OgreLight.h" |
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41 | #include "OgreMath.h" |
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42 | #include "OgreControllerManager.h" |
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43 | #include "OgreMaterialManager.h" |
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44 | #include "OgreAnimation.h" |
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45 | #include "OgreAnimationTrack.h" |
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46 | #include "OgreRenderQueueSortingGrouping.h" |
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47 | #include "OgreOverlay.h" |
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48 | #include "OgreOverlayManager.h" |
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49 | #include "OgreStringConverter.h" |
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50 | #include "OgreRenderQueueListener.h" |
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51 | #include "OgreBillboardSet.h" |
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52 | #include "OgrePass.h" |
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53 | #include "OgreTechnique.h" |
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54 | #include "OgreTextureUnitState.h" |
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55 | #include "OgreException.h" |
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56 | #include "OgreLogManager.h" |
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57 | #include "OgreHardwareBufferManager.h" |
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58 | #include "OgreRoot.h" |
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59 | #include "OgreSpotShadowFadePng.h" |
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60 | #include "OgreGpuProgramManager.h" |
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61 | #include "OgreGpuProgram.h" |
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62 | #include "OgreShadowVolumeExtrudeProgram.h" |
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63 | #include "OgreDataStream.h" |
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64 | #include "OgreStaticGeometry.h" |
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65 | #include "OgreHardwarePixelBuffer.h" |
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66 | #include "OgreManualObject.h" |
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67 | #include "OgreRenderQueueInvocation.h" |
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68 | #include "OgreBillboardChain.h" |
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69 | #include "OgreRibbonTrail.h" |
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70 | #include "OgreParticleSystemManager.h" |
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71 | // This class implements the most basic scene manager |
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72 | |
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73 | #include <cstdio> |
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74 | |
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75 | namespace Ogre { |
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76 | |
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77 | //----------------------------------------------------------------------- |
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78 | uint32 SceneManager::WORLD_GEOMETRY_TYPE_MASK = 0x80000000; |
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79 | uint32 SceneManager::ENTITY_TYPE_MASK = 0x40000000; |
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80 | uint32 SceneManager::FX_TYPE_MASK = 0x20000000; |
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81 | uint32 SceneManager::STATICGEOMETRY_TYPE_MASK = 0x10000000; |
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82 | uint32 SceneManager::LIGHT_TYPE_MASK = 0x08000000; |
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83 | uint32 SceneManager::USER_TYPE_MASK_LIMIT = SceneManager::LIGHT_TYPE_MASK; |
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84 | //----------------------------------------------------------------------- |
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85 | SceneManager::SceneManager(const String& name) : |
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86 | mName(name), |
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87 | mRenderQueue(0), |
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88 | mCurrentViewport(0), |
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89 | mSkyPlaneEntity(0), |
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90 | mSkyPlaneNode(0), |
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91 | mSkyDomeNode(0), |
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92 | mSkyBoxNode(0), |
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93 | mSkyPlaneEnabled(false), |
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94 | mSkyBoxEnabled(false), |
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95 | mSkyDomeEnabled(false), |
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96 | mFogMode(FOG_NONE), |
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97 | mFogColour(), |
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98 | mFogStart(0), |
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99 | mFogEnd(0), |
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100 | mFogDensity(0), |
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101 | mSpecialCaseQueueMode(SCRQM_EXCLUDE), |
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102 | mWorldGeometryRenderQueue(RENDER_QUEUE_WORLD_GEOMETRY_1), |
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103 | mLastFrameNumber(0), |
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104 | mResetIdentityView(false), |
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105 | mResetIdentityProj(false), |
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106 | mLightsDirtyCounter(0), |
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107 | mShadowCasterPlainBlackPass(0), |
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108 | mShadowReceiverPass(0), |
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109 | mDisplayNodes(false), |
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110 | mShowBoundingBoxes(false), |
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111 | mShadowTechnique(SHADOWTYPE_NONE), |
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112 | mDebugShadows(false), |
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113 | mShadowColour(ColourValue(0.25, 0.25, 0.25)), |
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114 | mShadowDebugPass(0), |
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115 | mShadowStencilPass(0), |
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116 | mShadowModulativePass(0), |
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117 | mShadowMaterialInitDone(false), |
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118 | mShadowIndexBufferSize(51200), |
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119 | mFullScreenQuad(0), |
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120 | mShadowDirLightExtrudeDist(10000), |
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121 | mIlluminationStage(IRS_NONE), |
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122 | mShadowTextureConfigDirty(true), |
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123 | mShadowUseInfiniteFarPlane(true), |
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124 | mShadowCasterRenderBackFaces(true), |
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125 | mShadowCasterSphereQuery(0), |
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126 | mShadowCasterAABBQuery(0), |
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127 | mShadowFarDist(0), |
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128 | mShadowFarDistSquared(0), |
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129 | mShadowTextureOffset(0.6), |
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130 | mShadowTextureFadeStart(0.7), |
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131 | mShadowTextureFadeEnd(0.9), |
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132 | mShadowTextureSelfShadow(false), |
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133 | mShadowTextureCustomCasterPass(0), |
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134 | mShadowTextureCustomReceiverPass(0), |
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135 | mVisibilityMask(0xFFFFFFFF), |
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136 | mFindVisibleObjects(true), |
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137 | mSuppressRenderStateChanges(false), |
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138 | mSuppressShadows(false) |
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139 | { |
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140 | // Root scene node |
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141 | mSceneRoot = new SceneNode(this, "root node"); |
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142 | mSceneRoot->_notifyRootNode(); |
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143 | |
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144 | // init sky |
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145 | size_t i; |
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146 | for (i = 0; i < 6; ++i) |
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147 | { |
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148 | mSkyBoxEntity[i] = 0; |
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149 | } |
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150 | for (i = 0; i < 5; ++i) |
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151 | { |
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152 | mSkyDomeEntity[i] = 0; |
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153 | } |
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154 | |
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155 | mShadowCasterQueryListener = new ShadowCasterSceneQueryListener(this); |
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156 | |
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157 | Root *root = Root::getSingletonPtr(); |
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158 | if (root) |
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159 | _setDestinationRenderSystem(root->getRenderSystem()); |
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160 | |
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161 | // Setup default queued renderable visitor |
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162 | mActiveQueuedRenderableVisitor = &mDefaultQueuedRenderableVisitor; |
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163 | |
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164 | // set up default shadow camera setup |
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165 | mDefaultShadowCameraSetup.bind(new DefaultShadowCameraSetup); |
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166 | |
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167 | // init shadow texture config |
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168 | setShadowTextureCount(1); |
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169 | |
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170 | |
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171 | } |
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172 | //----------------------------------------------------------------------- |
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173 | SceneManager::~SceneManager() |
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174 | { |
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175 | clearScene(); |
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176 | destroyAllCameras(); |
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177 | |
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178 | // clear down movable object collection map |
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179 | { |
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180 | OGRE_LOCK_MUTEX(mMovableObjectCollectionMapMutex) |
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181 | for (MovableObjectCollectionMap::iterator i = mMovableObjectCollectionMap.begin(); |
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182 | i != mMovableObjectCollectionMap.end(); ++i) |
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183 | { |
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184 | delete i->second; |
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185 | } |
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186 | mMovableObjectCollectionMap.clear(); |
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187 | } |
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188 | |
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189 | delete mShadowCasterQueryListener; |
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190 | delete mSceneRoot; |
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191 | delete mFullScreenQuad; |
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192 | delete mShadowCasterSphereQuery; |
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193 | delete mShadowCasterAABBQuery; |
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194 | delete mRenderQueue; |
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195 | } |
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196 | //----------------------------------------------------------------------- |
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197 | RenderQueue* SceneManager::getRenderQueue(void) |
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198 | { |
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199 | if (!mRenderQueue) |
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200 | { |
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201 | initRenderQueue(); |
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202 | } |
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203 | return mRenderQueue; |
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204 | } |
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205 | //----------------------------------------------------------------------- |
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206 | void SceneManager::initRenderQueue(void) |
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207 | { |
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208 | mRenderQueue = new RenderQueue(); |
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209 | // init render queues that do not need shadows |
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210 | mRenderQueue->getQueueGroup(RENDER_QUEUE_BACKGROUND)->setShadowsEnabled(false); |
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211 | mRenderQueue->getQueueGroup(RENDER_QUEUE_OVERLAY)->setShadowsEnabled(false); |
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212 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_EARLY)->setShadowsEnabled(false); |
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213 | mRenderQueue->getQueueGroup(RENDER_QUEUE_SKIES_LATE)->setShadowsEnabled(false); |
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214 | } |
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215 | //----------------------------------------------------------------------- |
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216 | void SceneManager::addSpecialCaseRenderQueue(uint8 qid) |
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217 | { |
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218 | mSpecialCaseQueueList.insert(qid); |
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219 | } |
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220 | //----------------------------------------------------------------------- |
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221 | void SceneManager::removeSpecialCaseRenderQueue(uint8 qid) |
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222 | { |
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223 | mSpecialCaseQueueList.erase(qid); |
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224 | } |
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225 | //----------------------------------------------------------------------- |
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226 | void SceneManager::clearSpecialCaseRenderQueues(void) |
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227 | { |
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228 | mSpecialCaseQueueList.clear(); |
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229 | } |
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230 | //----------------------------------------------------------------------- |
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231 | void SceneManager::setSpecialCaseRenderQueueMode(SceneManager::SpecialCaseRenderQueueMode mode) |
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232 | { |
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233 | mSpecialCaseQueueMode = mode; |
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234 | } |
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235 | //----------------------------------------------------------------------- |
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236 | SceneManager::SpecialCaseRenderQueueMode SceneManager::getSpecialCaseRenderQueueMode(void) |
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237 | { |
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238 | return mSpecialCaseQueueMode; |
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239 | } |
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240 | //----------------------------------------------------------------------- |
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241 | bool SceneManager::isRenderQueueToBeProcessed(uint8 qid) |
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242 | { |
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243 | bool inList = mSpecialCaseQueueList.find(qid) != mSpecialCaseQueueList.end(); |
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244 | return (inList && mSpecialCaseQueueMode == SCRQM_INCLUDE) |
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245 | || (!inList && mSpecialCaseQueueMode == SCRQM_EXCLUDE); |
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246 | } |
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247 | //----------------------------------------------------------------------- |
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248 | void SceneManager::setWorldGeometryRenderQueue(uint8 qid) |
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249 | { |
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250 | mWorldGeometryRenderQueue = qid; |
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251 | } |
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252 | //----------------------------------------------------------------------- |
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253 | uint8 SceneManager::getWorldGeometryRenderQueue(void) |
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254 | { |
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255 | return mWorldGeometryRenderQueue; |
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256 | } |
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257 | //----------------------------------------------------------------------- |
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258 | Camera* SceneManager::createCamera(const String& name) |
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259 | { |
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260 | // Check name not used |
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261 | if (mCameras.find(name) != mCameras.end()) |
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262 | { |
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263 | OGRE_EXCEPT( |
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264 | Exception::ERR_DUPLICATE_ITEM, |
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265 | "A camera with the name " + name + " already exists", |
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266 | "SceneManager::createCamera" ); |
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267 | } |
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268 | |
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269 | Camera *c = new Camera(name, this); |
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270 | mCameras.insert(CameraList::value_type(name, c)); |
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271 | |
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272 | // create visible bounds aab map entry |
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273 | mCamVisibleObjectsMap[c] = VisibleObjectsBoundsInfo(); |
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274 | |
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275 | return c; |
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276 | } |
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277 | |
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278 | //----------------------------------------------------------------------- |
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279 | Camera* SceneManager::getCamera(const String& name) const |
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280 | { |
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281 | CameraList::const_iterator i = mCameras.find(name); |
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282 | if (i == mCameras.end()) |
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283 | { |
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284 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND, |
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285 | "Cannot find Camera with name " + name, |
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286 | "SceneManager::getCamera"); |
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287 | } |
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288 | else |
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289 | { |
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290 | return i->second; |
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291 | } |
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292 | } |
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293 | //----------------------------------------------------------------------- |
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294 | bool SceneManager::hasCamera(const String& name) const |
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295 | { |
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296 | return (mCameras.find(name) != mCameras.end()); |
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297 | } |
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298 | |
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299 | //----------------------------------------------------------------------- |
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300 | void SceneManager::destroyCamera(Camera *cam) |
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301 | { |
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302 | destroyCamera(cam->getName()); |
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303 | |
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304 | } |
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305 | |
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306 | //----------------------------------------------------------------------- |
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307 | void SceneManager::destroyCamera(const String& name) |
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308 | { |
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309 | // Find in list |
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310 | CameraList::iterator i = mCameras.find(name); |
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311 | if (i != mCameras.end()) |
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312 | { |
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313 | // Remove visible boundary AAB entry |
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314 | CamVisibleObjectsMap::iterator camVisObjIt = mCamVisibleObjectsMap.find( i->second ); |
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315 | if ( camVisObjIt != mCamVisibleObjectsMap.end() ) |
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316 | mCamVisibleObjectsMap.erase( camVisObjIt ); |
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317 | |
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318 | // Remove light-shadow cam mapping entry |
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319 | ShadowCamLightMapping::iterator camLightIt = mShadowCamLightMapping.find( i->second ); |
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320 | if ( camLightIt != mShadowCamLightMapping.end() ) |
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321 | mShadowCamLightMapping.erase( camLightIt ); |
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322 | |
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323 | // Notify render system |
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324 | mDestRenderSystem->_notifyCameraRemoved(i->second); |
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325 | delete i->second; |
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326 | mCameras.erase(i); |
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327 | } |
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328 | |
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329 | } |
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330 | |
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331 | //----------------------------------------------------------------------- |
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332 | void SceneManager::destroyAllCameras(void) |
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333 | { |
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334 | |
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335 | CameraList::iterator i = mCameras.begin(); |
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336 | for (; i != mCameras.end(); ++i) |
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337 | { |
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338 | // Notify render system |
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339 | mDestRenderSystem->_notifyCameraRemoved(i->second); |
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340 | delete i->second; |
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341 | } |
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342 | mCameras.clear(); |
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343 | mCamVisibleObjectsMap.clear(); |
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344 | mShadowCamLightMapping.clear(); |
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345 | } |
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346 | //----------------------------------------------------------------------- |
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347 | Light* SceneManager::createLight(const String& name) |
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348 | { |
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349 | return static_cast<Light*>( |
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350 | createMovableObject(name, LightFactory::FACTORY_TYPE_NAME)); |
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351 | } |
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352 | //----------------------------------------------------------------------- |
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353 | Light* SceneManager::getLight(const String& name) const |
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354 | { |
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355 | return static_cast<Light*>( |
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356 | getMovableObject(name, LightFactory::FACTORY_TYPE_NAME)); |
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357 | } |
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358 | //----------------------------------------------------------------------- |
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359 | bool SceneManager::hasLight(const String& name) const |
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360 | { |
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361 | return hasMovableObject(name, LightFactory::FACTORY_TYPE_NAME); |
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362 | } |
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363 | //----------------------------------------------------------------------- |
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364 | void SceneManager::destroyLight(Light *l) |
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365 | { |
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366 | destroyMovableObject(l); |
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367 | } |
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368 | //----------------------------------------------------------------------- |
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369 | void SceneManager::destroyLight(const String& name) |
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370 | { |
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371 | destroyMovableObject(name, LightFactory::FACTORY_TYPE_NAME); |
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372 | } |
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373 | //----------------------------------------------------------------------- |
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374 | void SceneManager::destroyAllLights(void) |
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375 | { |
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376 | destroyAllMovableObjectsByType(LightFactory::FACTORY_TYPE_NAME); |
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377 | } |
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378 | //----------------------------------------------------------------------- |
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379 | const LightList& SceneManager::_getLightsAffectingFrustum(void) const |
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380 | { |
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381 | return mLightsAffectingFrustum; |
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382 | } |
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383 | //----------------------------------------------------------------------- |
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384 | bool SceneManager::lightLess::operator()(const Light* a, const Light* b) const |
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385 | { |
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386 | return a->tempSquareDist < b->tempSquareDist; |
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387 | } |
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388 | //----------------------------------------------------------------------- |
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389 | void SceneManager::_populateLightList(const Vector3& position, Real radius, |
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390 | LightList& destList) |
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391 | { |
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392 | // Really basic trawl of the lights, then sort |
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393 | // Subclasses could do something smarter |
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394 | |
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395 | // Pick up the lights that affecting frustum only, which should has been |
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396 | // cached, so better than take all lights in the scene into account. |
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397 | const LightList& candidateLights = _getLightsAffectingFrustum(); |
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398 | |
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399 | // Pre-allocate memory |
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400 | destList.clear(); |
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401 | destList.reserve(candidateLights.size()); |
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402 | |
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403 | LightList::const_iterator it; |
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404 | for (it = candidateLights.begin(); it != candidateLights.end(); ++it) |
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405 | { |
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406 | Light* lt = *it; |
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407 | if (lt->getType() == Light::LT_DIRECTIONAL) |
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408 | { |
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409 | // No distance |
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410 | lt->tempSquareDist = 0.0f; |
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411 | destList.push_back(lt); |
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412 | } |
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413 | else |
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414 | { |
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415 | // Calc squared distance |
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416 | lt->tempSquareDist = (lt->getDerivedPosition() - position).squaredLength(); |
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417 | // only add in-range lights |
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418 | Real range = lt->getAttenuationRange(); |
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419 | Real maxDist = range + radius; |
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420 | if (lt->tempSquareDist <= Math::Sqr(maxDist)) |
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421 | { |
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422 | destList.push_back(lt); |
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423 | } |
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424 | } |
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425 | } |
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426 | |
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427 | // Sort (stable to guarantee ordering on directional lights) |
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428 | if (isShadowTechniqueTextureBased()) |
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429 | { |
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430 | // Note that if we're using texture shadows, we actually want to use |
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431 | // the first few lights unchanged from the frustum list, matching the |
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432 | // texture shadows that were generated |
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433 | // Thus we only allow object-relative sorting on the remainder of the list |
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434 | if (destList.size() > getShadowTextureCount()) |
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435 | { |
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436 | LightList::iterator start = destList.begin(); |
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437 | std::advance(start, getShadowTextureCount()); |
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438 | std::stable_sort(start, destList.end(), lightLess()); |
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439 | } |
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440 | } |
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441 | else |
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442 | { |
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443 | std::stable_sort(destList.begin(), destList.end(), lightLess()); |
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444 | } |
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445 | |
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446 | |
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447 | } |
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448 | //----------------------------------------------------------------------- |
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449 | Entity* SceneManager::createEntity(const String& entityName, PrefabType ptype) |
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450 | { |
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451 | switch (ptype) |
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452 | { |
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453 | case PT_PLANE: |
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454 | return createEntity(entityName, "Prefab_Plane"); |
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455 | case PT_CUBE: |
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456 | return createEntity(entityName, "Prefab_Cube"); |
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457 | case PT_SPHERE: |
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458 | return createEntity(entityName, "Prefab_Sphere"); |
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459 | |
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460 | break; |
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461 | } |
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462 | |
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463 | OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND, |
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464 | "Unknown prefab type for entity " + entityName, |
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465 | "SceneManager::createEntity"); |
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466 | } |
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467 | |
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468 | //----------------------------------------------------------------------- |
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469 | Entity* SceneManager::createEntity( |
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470 | const String& entityName, |
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471 | const String& meshName ) |
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472 | { |
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473 | // delegate to factory implementation |
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474 | NameValuePairList params; |
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475 | params["mesh"] = meshName; |
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476 | return static_cast<Entity*>( |
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477 | createMovableObject(entityName, EntityFactory::FACTORY_TYPE_NAME, |
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478 | ¶ms)); |
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479 | |
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480 | } |
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481 | |
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482 | //----------------------------------------------------------------------- |
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483 | Entity* SceneManager::getEntity(const String& name) const |
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484 | { |
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485 | return static_cast<Entity*>( |
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486 | getMovableObject(name, EntityFactory::FACTORY_TYPE_NAME)); |
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487 | } |
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488 | //----------------------------------------------------------------------- |
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489 | bool SceneManager::hasEntity(const String& name) const |
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490 | { |
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491 | return hasMovableObject(name, EntityFactory::FACTORY_TYPE_NAME); |
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492 | } |
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493 | |
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494 | //----------------------------------------------------------------------- |
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495 | void SceneManager::destroyEntity(Entity *e) |
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496 | { |
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497 | destroyMovableObject(e); |
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498 | } |
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499 | |
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500 | //----------------------------------------------------------------------- |
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501 | void SceneManager::destroyEntity(const String& name) |
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502 | { |
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503 | destroyMovableObject(name, EntityFactory::FACTORY_TYPE_NAME); |
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504 | |
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505 | } |
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506 | |
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507 | //----------------------------------------------------------------------- |
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508 | void SceneManager::destroyAllEntities(void) |
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509 | { |
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510 | |
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511 | destroyAllMovableObjectsByType(EntityFactory::FACTORY_TYPE_NAME); |
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512 | } |
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513 | |
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514 | //----------------------------------------------------------------------- |
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515 | void SceneManager::destroyAllBillboardSets(void) |
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516 | { |
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517 | destroyAllMovableObjectsByType(BillboardSetFactory::FACTORY_TYPE_NAME); |
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518 | } |
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519 | //----------------------------------------------------------------------- |
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520 | ManualObject* SceneManager::createManualObject(const String& name) |
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521 | { |
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522 | return static_cast<ManualObject*>( |
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523 | createMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME)); |
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524 | } |
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525 | //----------------------------------------------------------------------- |
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526 | ManualObject* SceneManager::getManualObject(const String& name) const |
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527 | { |
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528 | return static_cast<ManualObject*>( |
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529 | getMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME)); |
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530 | |
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531 | } |
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532 | //----------------------------------------------------------------------- |
---|
533 | bool SceneManager::hasManualObject(const String& name) const |
---|
534 | { |
---|
535 | return hasMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME); |
---|
536 | |
---|
537 | } |
---|
538 | //----------------------------------------------------------------------- |
---|
539 | void SceneManager::destroyManualObject(ManualObject* obj) |
---|
540 | { |
---|
541 | destroyMovableObject(obj); |
---|
542 | } |
---|
543 | //----------------------------------------------------------------------- |
---|
544 | void SceneManager::destroyManualObject(const String& name) |
---|
545 | { |
---|
546 | destroyMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME); |
---|
547 | } |
---|
548 | //----------------------------------------------------------------------- |
---|
549 | void SceneManager::destroyAllManualObjects(void) |
---|
550 | { |
---|
551 | destroyAllMovableObjectsByType(ManualObjectFactory::FACTORY_TYPE_NAME); |
---|
552 | } |
---|
553 | //----------------------------------------------------------------------- |
---|
554 | BillboardChain* SceneManager::createBillboardChain(const String& name) |
---|
555 | { |
---|
556 | return static_cast<BillboardChain*>( |
---|
557 | createMovableObject(name, BillboardChainFactory::FACTORY_TYPE_NAME)); |
---|
558 | } |
---|
559 | //----------------------------------------------------------------------- |
---|
560 | BillboardChain* SceneManager::getBillboardChain(const String& name) const |
---|
561 | { |
---|
562 | return static_cast<BillboardChain*>( |
---|
563 | getMovableObject(name, BillboardChainFactory::FACTORY_TYPE_NAME)); |
---|
564 | |
---|
565 | } |
---|
566 | //----------------------------------------------------------------------- |
---|
567 | bool SceneManager::hasBillboardChain(const String& name) const |
---|
568 | { |
---|
569 | return hasMovableObject(name, BillboardChainFactory::FACTORY_TYPE_NAME); |
---|
570 | } |
---|
571 | |
---|
572 | //----------------------------------------------------------------------- |
---|
573 | void SceneManager::destroyBillboardChain(BillboardChain* obj) |
---|
574 | { |
---|
575 | destroyMovableObject(obj); |
---|
576 | } |
---|
577 | //----------------------------------------------------------------------- |
---|
578 | void SceneManager::destroyBillboardChain(const String& name) |
---|
579 | { |
---|
580 | destroyMovableObject(name, BillboardChainFactory::FACTORY_TYPE_NAME); |
---|
581 | } |
---|
582 | //----------------------------------------------------------------------- |
---|
583 | void SceneManager::destroyAllBillboardChains(void) |
---|
584 | { |
---|
585 | destroyAllMovableObjectsByType(BillboardChainFactory::FACTORY_TYPE_NAME); |
---|
586 | } |
---|
587 | //----------------------------------------------------------------------- |
---|
588 | RibbonTrail* SceneManager::createRibbonTrail(const String& name) |
---|
589 | { |
---|
590 | return static_cast<RibbonTrail*>( |
---|
591 | createMovableObject(name, RibbonTrailFactory::FACTORY_TYPE_NAME)); |
---|
592 | } |
---|
593 | //----------------------------------------------------------------------- |
---|
594 | RibbonTrail* SceneManager::getRibbonTrail(const String& name) const |
---|
595 | { |
---|
596 | return static_cast<RibbonTrail*>( |
---|
597 | getMovableObject(name, RibbonTrailFactory::FACTORY_TYPE_NAME)); |
---|
598 | |
---|
599 | } |
---|
600 | //----------------------------------------------------------------------- |
---|
601 | bool SceneManager::hasRibbonTrail(const String& name) const |
---|
602 | { |
---|
603 | return hasMovableObject(name, RibbonTrailFactory::FACTORY_TYPE_NAME); |
---|
604 | } |
---|
605 | |
---|
606 | //----------------------------------------------------------------------- |
---|
607 | void SceneManager::destroyRibbonTrail(RibbonTrail* obj) |
---|
608 | { |
---|
609 | destroyMovableObject(obj); |
---|
610 | } |
---|
611 | //----------------------------------------------------------------------- |
---|
612 | void SceneManager::destroyRibbonTrail(const String& name) |
---|
613 | { |
---|
614 | destroyMovableObject(name, RibbonTrailFactory::FACTORY_TYPE_NAME); |
---|
615 | } |
---|
616 | //----------------------------------------------------------------------- |
---|
617 | void SceneManager::destroyAllRibbonTrails(void) |
---|
618 | { |
---|
619 | destroyAllMovableObjectsByType(RibbonTrailFactory::FACTORY_TYPE_NAME); |
---|
620 | } |
---|
621 | //----------------------------------------------------------------------- |
---|
622 | ParticleSystem* SceneManager::createParticleSystem(const String& name, |
---|
623 | const String& templateName) |
---|
624 | { |
---|
625 | NameValuePairList params; |
---|
626 | params["templateName"] = templateName; |
---|
627 | |
---|
628 | return static_cast<ParticleSystem*>( |
---|
629 | createMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME, |
---|
630 | ¶ms)); |
---|
631 | } |
---|
632 | //----------------------------------------------------------------------- |
---|
633 | ParticleSystem* SceneManager::createParticleSystem(const String& name, |
---|
634 | size_t quota, const String& group) |
---|
635 | { |
---|
636 | NameValuePairList params; |
---|
637 | params["quota"] = StringConverter::toString(quota); |
---|
638 | params["resourceGroup"] = group; |
---|
639 | |
---|
640 | return static_cast<ParticleSystem*>( |
---|
641 | createMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME, |
---|
642 | ¶ms)); |
---|
643 | } |
---|
644 | //----------------------------------------------------------------------- |
---|
645 | ParticleSystem* SceneManager::getParticleSystem(const String& name) const |
---|
646 | { |
---|
647 | return static_cast<ParticleSystem*>( |
---|
648 | getMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME)); |
---|
649 | |
---|
650 | } |
---|
651 | //----------------------------------------------------------------------- |
---|
652 | bool SceneManager::hasParticleSystem(const String& name) const |
---|
653 | { |
---|
654 | return hasMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME); |
---|
655 | } |
---|
656 | |
---|
657 | //----------------------------------------------------------------------- |
---|
658 | void SceneManager::destroyParticleSystem(ParticleSystem* obj) |
---|
659 | { |
---|
660 | destroyMovableObject(obj); |
---|
661 | } |
---|
662 | //----------------------------------------------------------------------- |
---|
663 | void SceneManager::destroyParticleSystem(const String& name) |
---|
664 | { |
---|
665 | destroyMovableObject(name, ParticleSystemFactory::FACTORY_TYPE_NAME); |
---|
666 | } |
---|
667 | //----------------------------------------------------------------------- |
---|
668 | void SceneManager::destroyAllParticleSystems(void) |
---|
669 | { |
---|
670 | destroyAllMovableObjectsByType(ParticleSystemFactory::FACTORY_TYPE_NAME); |
---|
671 | } |
---|
672 | //----------------------------------------------------------------------- |
---|
673 | void SceneManager::clearScene(void) |
---|
674 | { |
---|
675 | destroyAllStaticGeometry(); |
---|
676 | destroyAllMovableObjects(); |
---|
677 | |
---|
678 | // Clear root node of all children |
---|
679 | mSceneRoot->removeAllChildren(); |
---|
680 | mSceneRoot->detachAllObjects(); |
---|
681 | |
---|
682 | // Delete all SceneNodes, except root that is |
---|
683 | for (SceneNodeList::iterator i = mSceneNodes.begin(); |
---|
684 | i != mSceneNodes.end(); ++i) |
---|
685 | { |
---|
686 | delete i->second; |
---|
687 | } |
---|
688 | mSceneNodes.clear(); |
---|
689 | mAutoTrackingSceneNodes.clear(); |
---|
690 | |
---|
691 | |
---|
692 | |
---|
693 | // Clear animations |
---|
694 | destroyAllAnimations(); |
---|
695 | |
---|
696 | // Remove sky nodes since they've been deleted |
---|
697 | mSkyBoxNode = mSkyPlaneNode = mSkyDomeNode = 0; |
---|
698 | mSkyBoxEnabled = mSkyPlaneEnabled = mSkyDomeEnabled = false; |
---|
699 | |
---|
700 | // Clear render queue, empty completely |
---|
701 | if (mRenderQueue) |
---|
702 | mRenderQueue->clear(true); |
---|
703 | |
---|
704 | } |
---|
705 | //----------------------------------------------------------------------- |
---|
706 | SceneNode* SceneManager::createSceneNode(void) |
---|
707 | { |
---|
708 | SceneNode* sn = new SceneNode(this); |
---|
709 | assert(mSceneNodes.find(sn->getName()) == mSceneNodes.end()); |
---|
710 | mSceneNodes[sn->getName()] = sn; |
---|
711 | return sn; |
---|
712 | } |
---|
713 | //----------------------------------------------------------------------- |
---|
714 | SceneNode* SceneManager::createSceneNode(const String& name) |
---|
715 | { |
---|
716 | // Check name not used |
---|
717 | if (mSceneNodes.find(name) != mSceneNodes.end()) |
---|
718 | { |
---|
719 | OGRE_EXCEPT( |
---|
720 | Exception::ERR_DUPLICATE_ITEM, |
---|
721 | "A scene node with the name " + name + " already exists", |
---|
722 | "SceneManager::createSceneNode" ); |
---|
723 | } |
---|
724 | |
---|
725 | SceneNode* sn = new SceneNode(this, name); |
---|
726 | mSceneNodes[sn->getName()] = sn; |
---|
727 | return sn; |
---|
728 | } |
---|
729 | //----------------------------------------------------------------------- |
---|
730 | void SceneManager::destroySceneNode(const String& name) |
---|
731 | { |
---|
732 | SceneNodeList::iterator i = mSceneNodes.find(name); |
---|
733 | |
---|
734 | if (i == mSceneNodes.end()) |
---|
735 | { |
---|
736 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.", |
---|
737 | "SceneManager::destroySceneNode"); |
---|
738 | } |
---|
739 | |
---|
740 | // Find any scene nodes which are tracking this node, and turn them off |
---|
741 | AutoTrackingSceneNodes::iterator ai, aiend; |
---|
742 | aiend = mAutoTrackingSceneNodes.end(); |
---|
743 | for (ai = mAutoTrackingSceneNodes.begin(); ai != aiend; ) |
---|
744 | { |
---|
745 | // Pre-increment incase we delete |
---|
746 | AutoTrackingSceneNodes::iterator curri = ai++; |
---|
747 | SceneNode* n = *curri; |
---|
748 | // Tracking this node |
---|
749 | if (n->getAutoTrackTarget() == i->second) |
---|
750 | { |
---|
751 | // turn off, this will notify SceneManager to remove |
---|
752 | n->setAutoTracking(false); |
---|
753 | } |
---|
754 | // node is itself a tracker |
---|
755 | else if (n == i->second) |
---|
756 | { |
---|
757 | mAutoTrackingSceneNodes.erase(curri); |
---|
758 | } |
---|
759 | } |
---|
760 | |
---|
761 | // detach from parent (don't do this in destructor since bulk destruction |
---|
762 | // behaves differently) |
---|
763 | Node* parentNode = i->second->getParent(); |
---|
764 | if (parentNode) |
---|
765 | { |
---|
766 | parentNode->removeChild(i->second); |
---|
767 | } |
---|
768 | delete i->second; |
---|
769 | mSceneNodes.erase(i); |
---|
770 | } |
---|
771 | //----------------------------------------------------------------------- |
---|
772 | SceneNode* SceneManager::getRootSceneNode(void) const |
---|
773 | { |
---|
774 | return mSceneRoot; |
---|
775 | } |
---|
776 | //----------------------------------------------------------------------- |
---|
777 | SceneNode* SceneManager::getSceneNode(const String& name) const |
---|
778 | { |
---|
779 | SceneNodeList::const_iterator i = mSceneNodes.find(name); |
---|
780 | |
---|
781 | if (i == mSceneNodes.end()) |
---|
782 | { |
---|
783 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "SceneNode '" + name + "' not found.", |
---|
784 | "SceneManager::getSceneNode"); |
---|
785 | } |
---|
786 | |
---|
787 | return i->second; |
---|
788 | |
---|
789 | } |
---|
790 | //----------------------------------------------------------------------- |
---|
791 | bool SceneManager::hasSceneNode(const String& name) const |
---|
792 | { |
---|
793 | return (mSceneNodes.find(name) != mSceneNodes.end()); |
---|
794 | } |
---|
795 | |
---|
796 | //----------------------------------------------------------------------- |
---|
797 | const Pass* SceneManager::_setPass(const Pass* pass, bool evenIfSuppressed, |
---|
798 | bool shadowDerivation) |
---|
799 | { |
---|
800 | if (!mSuppressRenderStateChanges || evenIfSuppressed) |
---|
801 | { |
---|
802 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE && shadowDerivation) |
---|
803 | { |
---|
804 | // Derive a special shadow caster pass from this one |
---|
805 | pass = deriveShadowCasterPass(pass); |
---|
806 | } |
---|
807 | else if (mIlluminationStage == IRS_RENDER_RECEIVER_PASS && shadowDerivation) |
---|
808 | { |
---|
809 | pass = deriveShadowReceiverPass(pass); |
---|
810 | } |
---|
811 | |
---|
812 | // Tell params about current pass |
---|
813 | mAutoParamDataSource.setCurrentPass(pass); |
---|
814 | |
---|
815 | // TEST |
---|
816 | /* |
---|
817 | LogManager::getSingleton().logMessage("BEGIN PASS " + StringConverter::toString(pass->getIndex()) + |
---|
818 | " of " + pass->getParent()->getParent()->getName()); |
---|
819 | */ |
---|
820 | bool passSurfaceAndLightParams = true; |
---|
821 | |
---|
822 | if (pass->hasVertexProgram()) |
---|
823 | { |
---|
824 | mDestRenderSystem->bindGpuProgram(pass->getVertexProgram()->_getBindingDelegate()); |
---|
825 | // bind parameters later since they can be per-object |
---|
826 | // does the vertex program want surface and light params passed to rendersystem? |
---|
827 | passSurfaceAndLightParams = pass->getVertexProgram()->getPassSurfaceAndLightStates(); |
---|
828 | } |
---|
829 | else |
---|
830 | { |
---|
831 | // Unbind program? |
---|
832 | if (mDestRenderSystem->isGpuProgramBound(GPT_VERTEX_PROGRAM)) |
---|
833 | { |
---|
834 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM); |
---|
835 | } |
---|
836 | // Set fixed-function vertex parameters |
---|
837 | } |
---|
838 | |
---|
839 | if (passSurfaceAndLightParams) |
---|
840 | { |
---|
841 | // Set surface reflectance properties, only valid if lighting is enabled |
---|
842 | if (pass->getLightingEnabled()) |
---|
843 | { |
---|
844 | mDestRenderSystem->_setSurfaceParams( |
---|
845 | pass->getAmbient(), |
---|
846 | pass->getDiffuse(), |
---|
847 | pass->getSpecular(), |
---|
848 | pass->getSelfIllumination(), |
---|
849 | pass->getShininess(), |
---|
850 | pass->getVertexColourTracking() ); |
---|
851 | } |
---|
852 | |
---|
853 | // Dynamic lighting enabled? |
---|
854 | mDestRenderSystem->setLightingEnabled(pass->getLightingEnabled()); |
---|
855 | } |
---|
856 | |
---|
857 | // Using a fragment program? |
---|
858 | if (pass->hasFragmentProgram()) |
---|
859 | { |
---|
860 | mDestRenderSystem->bindGpuProgram( |
---|
861 | pass->getFragmentProgram()->_getBindingDelegate()); |
---|
862 | // bind parameters later since they can be per-object |
---|
863 | } |
---|
864 | else |
---|
865 | { |
---|
866 | // Unbind program? |
---|
867 | if (mDestRenderSystem->isGpuProgramBound(GPT_FRAGMENT_PROGRAM)) |
---|
868 | { |
---|
869 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM); |
---|
870 | } |
---|
871 | |
---|
872 | // Set fixed-function fragment settings |
---|
873 | } |
---|
874 | |
---|
875 | /* We need sets fog properties always. In D3D, it applies to shaders prior |
---|
876 | to version vs_3_0 and ps_3_0. And in OGL, it applies to "ARB_fog_XXX" in |
---|
877 | fragment program, and in other ways, them maybe access by gpu program via |
---|
878 | "state.fog.XXX". |
---|
879 | */ |
---|
880 | // New fog params can either be from scene or from material |
---|
881 | FogMode newFogMode; |
---|
882 | ColourValue newFogColour; |
---|
883 | Real newFogStart, newFogEnd, newFogDensity; |
---|
884 | if (pass->getFogOverride()) |
---|
885 | { |
---|
886 | // New fog params from material |
---|
887 | newFogMode = pass->getFogMode(); |
---|
888 | newFogColour = pass->getFogColour(); |
---|
889 | newFogStart = pass->getFogStart(); |
---|
890 | newFogEnd = pass->getFogEnd(); |
---|
891 | newFogDensity = pass->getFogDensity(); |
---|
892 | } |
---|
893 | else |
---|
894 | { |
---|
895 | // New fog params from scene |
---|
896 | newFogMode = mFogMode; |
---|
897 | newFogColour = mFogColour; |
---|
898 | newFogStart = mFogStart; |
---|
899 | newFogEnd = mFogEnd; |
---|
900 | newFogDensity = mFogDensity; |
---|
901 | } |
---|
902 | mDestRenderSystem->_setFog( |
---|
903 | newFogMode, newFogColour, newFogDensity, newFogStart, newFogEnd); |
---|
904 | // Tell params about ORIGINAL fog |
---|
905 | // Need to be able to override fixed function fog, but still have |
---|
906 | // original fog parameters available to a shader than chooses to use |
---|
907 | mAutoParamDataSource.setFog( |
---|
908 | mFogMode, mFogColour, mFogDensity, mFogStart, mFogEnd); |
---|
909 | |
---|
910 | // The rest of the settings are the same no matter whether we use programs or not |
---|
911 | |
---|
912 | // Set scene blending |
---|
913 | mDestRenderSystem->_setSceneBlending( |
---|
914 | pass->getSourceBlendFactor(), pass->getDestBlendFactor()); |
---|
915 | |
---|
916 | // Set point parameters |
---|
917 | mDestRenderSystem->_setPointParameters( |
---|
918 | pass->getPointSize(), |
---|
919 | pass->isPointAttenuationEnabled(), |
---|
920 | pass->getPointAttenuationConstant(), |
---|
921 | pass->getPointAttenuationLinear(), |
---|
922 | pass->getPointAttenuationQuadratic(), |
---|
923 | pass->getPointMinSize(), |
---|
924 | pass->getPointMaxSize()); |
---|
925 | |
---|
926 | mDestRenderSystem->_setPointSpritesEnabled(pass->getPointSpritesEnabled()); |
---|
927 | |
---|
928 | // Texture unit settings |
---|
929 | |
---|
930 | Pass::ConstTextureUnitStateIterator texIter = pass->getTextureUnitStateIterator(); |
---|
931 | size_t unit = 0; |
---|
932 | // Reset the shadow texture index for each pass |
---|
933 | size_t shadowTexIndex = pass->getStartLight(); // all shadow casters are at the start |
---|
934 | while(texIter.hasMoreElements()) |
---|
935 | { |
---|
936 | TextureUnitState* pTex = texIter.getNext(); |
---|
937 | if (!pass->getIteratePerLight() && |
---|
938 | isShadowTechniqueTextureBased() && |
---|
939 | pTex->getContentType() == TextureUnitState::CONTENT_SHADOW) |
---|
940 | { |
---|
941 | // Need to bind the correct shadow texture, based on the start light |
---|
942 | // Even though the light list can change per object, our restrictions |
---|
943 | // say that when texture shadows are enabled, the lights up to the |
---|
944 | // number of texture shadows will be fixed for all objects |
---|
945 | // to match the shadow textures that have been generated |
---|
946 | // see ShadowListener::sortLightsAffectingFrustum and |
---|
947 | // MovableObject::Listener::objectQueryLights |
---|
948 | // Note that light iteration throws the indexes out so we don't bind here |
---|
949 | // if that's the case, we have to bind when lights are iterated |
---|
950 | // in renderSingleObject |
---|
951 | |
---|
952 | TexturePtr shadowTex; |
---|
953 | if (shadowTexIndex < mShadowTextures.size()) |
---|
954 | { |
---|
955 | shadowTex = getShadowTexture(shadowTexIndex); |
---|
956 | // Hook up projection frustum |
---|
957 | Camera *cam = shadowTex->getBuffer()->getRenderTarget()->getViewport(0)->getCamera(); |
---|
958 | // Enable projective texturing if fixed-function, but also need to |
---|
959 | // disable it explicitly for program pipeline. |
---|
960 | pTex->setProjectiveTexturing(!pass->hasVertexProgram(), cam); |
---|
961 | mAutoParamDataSource.setTextureProjector(cam, shadowTexIndex); |
---|
962 | } |
---|
963 | else |
---|
964 | { |
---|
965 | // Use fallback 'null' shadow texture |
---|
966 | // no projection since all uniform colour anyway |
---|
967 | shadowTex = mNullShadowTexture; |
---|
968 | pTex->setProjectiveTexturing(false); |
---|
969 | mAutoParamDataSource.setTextureProjector(0, shadowTexIndex); |
---|
970 | |
---|
971 | } |
---|
972 | pTex->_setTexturePtr(shadowTex); |
---|
973 | |
---|
974 | ++shadowTexIndex; |
---|
975 | } |
---|
976 | else if (mIlluminationStage == IRS_NONE && pass->hasVertexProgram()) |
---|
977 | { |
---|
978 | // Manually set texture projector for shaders if present |
---|
979 | // This won't get set any other way if using manual projection |
---|
980 | TextureUnitState::EffectMap::const_iterator effi = |
---|
981 | pTex->getEffects().find(TextureUnitState::ET_PROJECTIVE_TEXTURE); |
---|
982 | if (effi != pTex->getEffects().end()) |
---|
983 | { |
---|
984 | mAutoParamDataSource.setTextureProjector(effi->second.frustum, unit); |
---|
985 | } |
---|
986 | } |
---|
987 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex); |
---|
988 | ++unit; |
---|
989 | } |
---|
990 | // Disable remaining texture units |
---|
991 | mDestRenderSystem->_disableTextureUnitsFrom(pass->getNumTextureUnitStates()); |
---|
992 | |
---|
993 | // Set up non-texture related material settings |
---|
994 | // Depth buffer settings |
---|
995 | mDestRenderSystem->_setDepthBufferFunction(pass->getDepthFunction()); |
---|
996 | mDestRenderSystem->_setDepthBufferCheckEnabled(pass->getDepthCheckEnabled()); |
---|
997 | mDestRenderSystem->_setDepthBufferWriteEnabled(pass->getDepthWriteEnabled()); |
---|
998 | mDestRenderSystem->_setDepthBias(pass->getDepthBiasConstant(), |
---|
999 | pass->getDepthBiasSlopeScale()); |
---|
1000 | // Alpha-reject settings |
---|
1001 | mDestRenderSystem->_setAlphaRejectSettings( |
---|
1002 | pass->getAlphaRejectFunction(), pass->getAlphaRejectValue()); |
---|
1003 | // Set colour write mode |
---|
1004 | // Right now we only use on/off, not per-channel |
---|
1005 | bool colWrite = pass->getColourWriteEnabled(); |
---|
1006 | mDestRenderSystem->_setColourBufferWriteEnabled(colWrite, colWrite, colWrite, colWrite); |
---|
1007 | // Culling mode |
---|
1008 | if (isShadowTechniqueTextureBased() |
---|
1009 | && mIlluminationStage == IRS_RENDER_TO_TEXTURE |
---|
1010 | && mShadowCasterRenderBackFaces |
---|
1011 | && pass->getCullingMode() == CULL_CLOCKWISE) |
---|
1012 | { |
---|
1013 | // render back faces into shadow caster, can help with depth comparison |
---|
1014 | mDestRenderSystem->_setCullingMode(CULL_ANTICLOCKWISE); |
---|
1015 | } |
---|
1016 | else |
---|
1017 | { |
---|
1018 | mDestRenderSystem->_setCullingMode(pass->getCullingMode()); |
---|
1019 | } |
---|
1020 | |
---|
1021 | // Shading |
---|
1022 | mDestRenderSystem->setShadingType(pass->getShadingMode()); |
---|
1023 | // Polygon mode |
---|
1024 | mDestRenderSystem->_setPolygonMode(pass->getPolygonMode()); |
---|
1025 | |
---|
1026 | // set pass number |
---|
1027 | mAutoParamDataSource.setPassNumber( pass->getIndex() ); |
---|
1028 | } |
---|
1029 | |
---|
1030 | return pass; |
---|
1031 | } |
---|
1032 | //----------------------------------------------------------------------- |
---|
1033 | void SceneManager::prepareRenderQueue(void) |
---|
1034 | { |
---|
1035 | RenderQueue* q = getRenderQueue(); |
---|
1036 | // Clear the render queue |
---|
1037 | q->clear(); |
---|
1038 | |
---|
1039 | // Prep the ordering options |
---|
1040 | |
---|
1041 | // If we're using a custom render squence, define based on that |
---|
1042 | RenderQueueInvocationSequence* seq = |
---|
1043 | mCurrentViewport->_getRenderQueueInvocationSequence(); |
---|
1044 | if (seq) |
---|
1045 | { |
---|
1046 | // Iterate once to crate / reset all |
---|
1047 | RenderQueueInvocationIterator invokeIt = seq->iterator(); |
---|
1048 | while (invokeIt.hasMoreElements()) |
---|
1049 | { |
---|
1050 | RenderQueueInvocation* invocation = invokeIt.getNext(); |
---|
1051 | RenderQueueGroup* group = |
---|
1052 | q->getQueueGroup(invocation->getRenderQueueGroupID()); |
---|
1053 | group->resetOrganisationModes(); |
---|
1054 | } |
---|
1055 | // Iterate again to build up options (may be more than one) |
---|
1056 | invokeIt = seq->iterator(); |
---|
1057 | while (invokeIt.hasMoreElements()) |
---|
1058 | { |
---|
1059 | RenderQueueInvocation* invocation = invokeIt.getNext(); |
---|
1060 | RenderQueueGroup* group = |
---|
1061 | q->getQueueGroup(invocation->getRenderQueueGroupID()); |
---|
1062 | group->addOrganisationMode(invocation->getSolidsOrganisation()); |
---|
1063 | // also set splitting options |
---|
1064 | updateRenderQueueGroupSplitOptions(group, invocation->getSuppressShadows(), |
---|
1065 | invocation->getSuppressRenderStateChanges()); |
---|
1066 | } |
---|
1067 | } |
---|
1068 | else |
---|
1069 | { |
---|
1070 | // Default all the queue groups that are there, new ones will be created |
---|
1071 | // with defaults too |
---|
1072 | RenderQueue::QueueGroupIterator groupIter = q->_getQueueGroupIterator(); |
---|
1073 | while (groupIter.hasMoreElements()) |
---|
1074 | { |
---|
1075 | RenderQueueGroup* g = groupIter.getNext(); |
---|
1076 | g->defaultOrganisationMode(); |
---|
1077 | } |
---|
1078 | // Global split options |
---|
1079 | updateRenderQueueSplitOptions(); |
---|
1080 | } |
---|
1081 | |
---|
1082 | } |
---|
1083 | //----------------------------------------------------------------------- |
---|
1084 | void SceneManager::_renderScene(Camera* camera, Viewport* vp, bool includeOverlays) |
---|
1085 | { |
---|
1086 | Root::getSingleton()._setCurrentSceneManager(this); |
---|
1087 | mActiveQueuedRenderableVisitor->targetSceneMgr = this; |
---|
1088 | mAutoParamDataSource.setCurrentSceneManager(this); |
---|
1089 | |
---|
1090 | // Also set the internal viewport pointer at this point, for calls that need it |
---|
1091 | // However don't call setViewport just yet (see below) |
---|
1092 | mCurrentViewport = vp; |
---|
1093 | |
---|
1094 | if (isShadowTechniqueInUse()) |
---|
1095 | { |
---|
1096 | // Prepare shadow materials |
---|
1097 | initShadowVolumeMaterials(); |
---|
1098 | } |
---|
1099 | |
---|
1100 | // Perform a quick pre-check to see whether we should override far distance |
---|
1101 | // When using stencil volumes we have to use infinite far distance |
---|
1102 | // to prevent dark caps getting clipped |
---|
1103 | if (isShadowTechniqueStencilBased() && |
---|
1104 | camera->getProjectionType() == PT_PERSPECTIVE && |
---|
1105 | camera->getFarClipDistance() != 0 && |
---|
1106 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE) && |
---|
1107 | mShadowUseInfiniteFarPlane) |
---|
1108 | { |
---|
1109 | // infinite far distance |
---|
1110 | camera->setFarClipDistance(0); |
---|
1111 | } |
---|
1112 | |
---|
1113 | mCameraInProgress = camera; |
---|
1114 | |
---|
1115 | |
---|
1116 | // Update controllers |
---|
1117 | ControllerManager::getSingleton().updateAllControllers(); |
---|
1118 | |
---|
1119 | // Update the scene, only do this once per frame |
---|
1120 | unsigned long thisFrameNumber = Root::getSingleton().getCurrentFrameNumber(); |
---|
1121 | if (thisFrameNumber != mLastFrameNumber) |
---|
1122 | { |
---|
1123 | // Update animations |
---|
1124 | _applySceneAnimations(); |
---|
1125 | mLastFrameNumber = thisFrameNumber; |
---|
1126 | } |
---|
1127 | |
---|
1128 | { |
---|
1129 | // Lock scene graph mutex, no more changes until we're ready to render |
---|
1130 | OGRE_LOCK_MUTEX(sceneGraphMutex) |
---|
1131 | |
---|
1132 | // Update scene graph for this camera (can happen multiple times per frame) |
---|
1133 | _updateSceneGraph(camera); |
---|
1134 | |
---|
1135 | // Auto-track nodes |
---|
1136 | AutoTrackingSceneNodes::iterator atsni, atsniend; |
---|
1137 | atsniend = mAutoTrackingSceneNodes.end(); |
---|
1138 | for (atsni = mAutoTrackingSceneNodes.begin(); atsni != atsniend; ++atsni) |
---|
1139 | { |
---|
1140 | (*atsni)->_autoTrack(); |
---|
1141 | } |
---|
1142 | // Auto-track camera if required |
---|
1143 | camera->_autoTrack(); |
---|
1144 | |
---|
1145 | |
---|
1146 | if (mIlluminationStage != IRS_RENDER_TO_TEXTURE && mFindVisibleObjects) |
---|
1147 | { |
---|
1148 | // Locate any lights which could be affecting the frustum |
---|
1149 | findLightsAffectingFrustum(camera); |
---|
1150 | |
---|
1151 | // Are we using any shadows at all? |
---|
1152 | if (isShadowTechniqueInUse() && vp->getShadowsEnabled()) |
---|
1153 | { |
---|
1154 | // Prepare shadow textures if texture shadow based shadowing |
---|
1155 | // technique in use |
---|
1156 | if (isShadowTechniqueTextureBased()) |
---|
1157 | { |
---|
1158 | // ******* |
---|
1159 | // WARNING |
---|
1160 | // ******* |
---|
1161 | // This call will result in re-entrant calls to this method |
---|
1162 | // therefore anything which comes before this is NOT |
---|
1163 | // guaranteed persistent. Make sure that anything which |
---|
1164 | // MUST be specific to this camera / target is done |
---|
1165 | // AFTER THIS POINT |
---|
1166 | prepareShadowTextures(camera, vp); |
---|
1167 | // reset the cameras because of the re-entrant call |
---|
1168 | mCameraInProgress = camera; |
---|
1169 | } |
---|
1170 | } |
---|
1171 | } |
---|
1172 | |
---|
1173 | // Invert vertex winding? |
---|
1174 | if (camera->isReflected()) |
---|
1175 | { |
---|
1176 | mDestRenderSystem->setInvertVertexWinding(true); |
---|
1177 | } |
---|
1178 | else |
---|
1179 | { |
---|
1180 | mDestRenderSystem->setInvertVertexWinding(false); |
---|
1181 | } |
---|
1182 | |
---|
1183 | // Tell params about viewport |
---|
1184 | mAutoParamDataSource.setCurrentViewport(vp); |
---|
1185 | // Set the viewport - this is deliberately after the shadow texture update |
---|
1186 | setViewport(vp); |
---|
1187 | |
---|
1188 | // Tell params about camera |
---|
1189 | mAutoParamDataSource.setCurrentCamera(camera); |
---|
1190 | // Set autoparams for finite dir light extrusion |
---|
1191 | mAutoParamDataSource.setShadowDirLightExtrusionDistance(mShadowDirLightExtrudeDist); |
---|
1192 | |
---|
1193 | // Tell params about current ambient light |
---|
1194 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight); |
---|
1195 | // Tell rendersystem |
---|
1196 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b); |
---|
1197 | |
---|
1198 | // Tell params about render target |
---|
1199 | mAutoParamDataSource.setCurrentRenderTarget(vp->getTarget()); |
---|
1200 | |
---|
1201 | |
---|
1202 | // Set camera window clipping planes (if any) |
---|
1203 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_USER_CLIP_PLANES)) |
---|
1204 | { |
---|
1205 | if (camera->isWindowSet()) |
---|
1206 | { |
---|
1207 | const std::vector<Plane>& planeList = |
---|
1208 | camera->getWindowPlanes(); |
---|
1209 | for (ushort i = 0; i < 4; ++i) |
---|
1210 | { |
---|
1211 | mDestRenderSystem->enableClipPlane(i, true); |
---|
1212 | mDestRenderSystem->setClipPlane(i, planeList[i]); |
---|
1213 | } |
---|
1214 | } |
---|
1215 | else |
---|
1216 | { |
---|
1217 | for (ushort i = 0; i < 4; ++i) |
---|
1218 | { |
---|
1219 | mDestRenderSystem->enableClipPlane(i, false); |
---|
1220 | } |
---|
1221 | } |
---|
1222 | } |
---|
1223 | |
---|
1224 | // Prepare render queue for receiving new objects |
---|
1225 | prepareRenderQueue(); |
---|
1226 | |
---|
1227 | if (mFindVisibleObjects) |
---|
1228 | { |
---|
1229 | // Assemble an AAB on the fly which contains the scene elements visible |
---|
1230 | // by the camera. |
---|
1231 | CamVisibleObjectsMap::iterator camVisObjIt = mCamVisibleObjectsMap.find( camera ); |
---|
1232 | |
---|
1233 | assert (camVisObjIt != mCamVisibleObjectsMap.end() && |
---|
1234 | "Should never fail to find a visible object bound for a camera, " |
---|
1235 | "did you override SceneManager::createCamera or something?"); |
---|
1236 | |
---|
1237 | // reset the bounds |
---|
1238 | camVisObjIt->second.reset(); |
---|
1239 | |
---|
1240 | // Parse the scene and tag visibles |
---|
1241 | _findVisibleObjects(camera, &(camVisObjIt->second), |
---|
1242 | mIlluminationStage == IRS_RENDER_TO_TEXTURE? true : false); |
---|
1243 | |
---|
1244 | mAutoParamDataSource.setMainCamBoundsInfo(&(camVisObjIt->second)); |
---|
1245 | } |
---|
1246 | // Add overlays, if viewport deems it |
---|
1247 | if (vp->getOverlaysEnabled() && mIlluminationStage != IRS_RENDER_TO_TEXTURE) |
---|
1248 | { |
---|
1249 | OverlayManager::getSingleton()._queueOverlaysForRendering(camera, getRenderQueue(), vp); |
---|
1250 | } |
---|
1251 | // Queue skies, if viewport seems it |
---|
1252 | if (vp->getSkiesEnabled() && mFindVisibleObjects && mIlluminationStage != IRS_RENDER_TO_TEXTURE) |
---|
1253 | { |
---|
1254 | _queueSkiesForRendering(camera); |
---|
1255 | } |
---|
1256 | } // end lock on scene graph mutex |
---|
1257 | |
---|
1258 | mDestRenderSystem->_beginGeometryCount(); |
---|
1259 | // Clear the viewport if required |
---|
1260 | if (mCurrentViewport->getClearEveryFrame()) |
---|
1261 | { |
---|
1262 | mDestRenderSystem->clearFrameBuffer( |
---|
1263 | mCurrentViewport->getClearBuffers(), |
---|
1264 | mCurrentViewport->getBackgroundColour()); |
---|
1265 | } |
---|
1266 | // Begin the frame |
---|
1267 | mDestRenderSystem->_beginFrame(); |
---|
1268 | |
---|
1269 | // Set rasterisation mode |
---|
1270 | mDestRenderSystem->_setPolygonMode(camera->getPolygonMode()); |
---|
1271 | |
---|
1272 | // Set initial camera state |
---|
1273 | mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrixRS()); |
---|
1274 | mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix(true)); |
---|
1275 | |
---|
1276 | // Render scene content |
---|
1277 | _renderVisibleObjects(); |
---|
1278 | |
---|
1279 | // End frame |
---|
1280 | mDestRenderSystem->_endFrame(); |
---|
1281 | |
---|
1282 | // Notify camera of vis faces |
---|
1283 | camera->_notifyRenderedFaces(mDestRenderSystem->_getFaceCount()); |
---|
1284 | |
---|
1285 | // Notify camera of vis batches |
---|
1286 | camera->_notifyRenderedBatches(mDestRenderSystem->_getBatchCount()); |
---|
1287 | |
---|
1288 | |
---|
1289 | } |
---|
1290 | |
---|
1291 | |
---|
1292 | //----------------------------------------------------------------------- |
---|
1293 | void SceneManager::_setDestinationRenderSystem(RenderSystem* sys) |
---|
1294 | { |
---|
1295 | mDestRenderSystem = sys; |
---|
1296 | |
---|
1297 | } |
---|
1298 | |
---|
1299 | |
---|
1300 | //----------------------------------------------------------------------- |
---|
1301 | void SceneManager::setWorldGeometry(const String& filename) |
---|
1302 | { |
---|
1303 | // This default implementation cannot handle world geometry |
---|
1304 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
---|
1305 | "World geometry is not supported by the generic SceneManager.", |
---|
1306 | "SceneManager::setWorldGeometry"); |
---|
1307 | } |
---|
1308 | //----------------------------------------------------------------------- |
---|
1309 | void SceneManager::setWorldGeometry(DataStreamPtr& stream, |
---|
1310 | const String& typeName) |
---|
1311 | { |
---|
1312 | // This default implementation cannot handle world geometry |
---|
1313 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
---|
1314 | "World geometry is not supported by the generic SceneManager.", |
---|
1315 | "SceneManager::setWorldGeometry"); |
---|
1316 | } |
---|
1317 | |
---|
1318 | //----------------------------------------------------------------------- |
---|
1319 | bool SceneManager::materialLess::operator() (const Material* x, const Material* y) const |
---|
1320 | { |
---|
1321 | // If x transparent and y not, x > y (since x has to overlap y) |
---|
1322 | if (x->isTransparent() && !y->isTransparent()) |
---|
1323 | { |
---|
1324 | return false; |
---|
1325 | } |
---|
1326 | // If y is transparent and x not, x < y |
---|
1327 | else if (!x->isTransparent() && y->isTransparent()) |
---|
1328 | { |
---|
1329 | return true; |
---|
1330 | } |
---|
1331 | else |
---|
1332 | { |
---|
1333 | // Otherwise don't care (both transparent or both solid) |
---|
1334 | // Just arbitrarily use pointer |
---|
1335 | return x < y; |
---|
1336 | } |
---|
1337 | |
---|
1338 | } |
---|
1339 | |
---|
1340 | //----------------------------------------------------------------------- |
---|
1341 | void SceneManager::setSkyPlane( |
---|
1342 | bool enable, |
---|
1343 | const Plane& plane, |
---|
1344 | const String& materialName, |
---|
1345 | Real gscale, |
---|
1346 | Real tiling, |
---|
1347 | bool drawFirst, |
---|
1348 | Real bow, |
---|
1349 | int xsegments, int ysegments, |
---|
1350 | const String& groupName) |
---|
1351 | { |
---|
1352 | if (enable) |
---|
1353 | { |
---|
1354 | String meshName = mName + "SkyPlane"; |
---|
1355 | mSkyPlane = plane; |
---|
1356 | |
---|
1357 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName); |
---|
1358 | if (m.isNull()) |
---|
1359 | { |
---|
1360 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
---|
1361 | "Sky plane material '" + materialName + "' not found.", |
---|
1362 | "SceneManager::setSkyPlane"); |
---|
1363 | } |
---|
1364 | // Make sure the material doesn't update the depth buffer |
---|
1365 | m->setDepthWriteEnabled(false); |
---|
1366 | // Ensure loaded |
---|
1367 | m->load(); |
---|
1368 | |
---|
1369 | mSkyPlaneDrawFirst = drawFirst; |
---|
1370 | |
---|
1371 | // Set up the plane |
---|
1372 | MeshPtr planeMesh = MeshManager::getSingleton().getByName(meshName); |
---|
1373 | if (!planeMesh.isNull()) |
---|
1374 | { |
---|
1375 | // Destroy the old one |
---|
1376 | MeshManager::getSingleton().remove(planeMesh->getHandle()); |
---|
1377 | } |
---|
1378 | |
---|
1379 | // Create up vector |
---|
1380 | Vector3 up = plane.normal.crossProduct(Vector3::UNIT_X); |
---|
1381 | if (up == Vector3::ZERO) |
---|
1382 | up = plane.normal.crossProduct(-Vector3::UNIT_Z); |
---|
1383 | |
---|
1384 | // Create skyplane |
---|
1385 | if( bow > 0 ) |
---|
1386 | { |
---|
1387 | // Build a curved skyplane |
---|
1388 | planeMesh = MeshManager::getSingleton().createCurvedPlane( |
---|
1389 | meshName, groupName, plane, gscale * 100, gscale * 100, gscale * bow * 100, |
---|
1390 | xsegments, ysegments, false, 1, tiling, tiling, up); |
---|
1391 | } |
---|
1392 | else |
---|
1393 | { |
---|
1394 | planeMesh = MeshManager::getSingleton().createPlane( |
---|
1395 | meshName, groupName, plane, gscale * 100, gscale * 100, xsegments, ysegments, false, |
---|
1396 | 1, tiling, tiling, up); |
---|
1397 | } |
---|
1398 | |
---|
1399 | // Create entity |
---|
1400 | if (mSkyPlaneEntity) |
---|
1401 | { |
---|
1402 | // destroy old one, do it by name for speed |
---|
1403 | destroyEntity(meshName); |
---|
1404 | } |
---|
1405 | // Create, use the same name for mesh and entity |
---|
1406 | mSkyPlaneEntity = createEntity(meshName, meshName); |
---|
1407 | mSkyPlaneEntity->setMaterialName(materialName); |
---|
1408 | mSkyPlaneEntity->setCastShadows(false); |
---|
1409 | |
---|
1410 | // Create node and attach |
---|
1411 | if (!mSkyPlaneNode) |
---|
1412 | { |
---|
1413 | mSkyPlaneNode = createSceneNode(meshName + "Node"); |
---|
1414 | } |
---|
1415 | else |
---|
1416 | { |
---|
1417 | mSkyPlaneNode->detachAllObjects(); |
---|
1418 | } |
---|
1419 | mSkyPlaneNode->attachObject(mSkyPlaneEntity); |
---|
1420 | |
---|
1421 | } |
---|
1422 | mSkyPlaneEnabled = enable; |
---|
1423 | mSkyPlaneGenParameters.skyPlaneBow = bow; |
---|
1424 | mSkyPlaneGenParameters.skyPlaneScale = gscale; |
---|
1425 | mSkyPlaneGenParameters.skyPlaneTiling = tiling; |
---|
1426 | mSkyPlaneGenParameters.skyPlaneXSegments = xsegments; |
---|
1427 | mSkyPlaneGenParameters.skyPlaneYSegments = ysegments; |
---|
1428 | } |
---|
1429 | //----------------------------------------------------------------------- |
---|
1430 | void SceneManager::setSkyBox( |
---|
1431 | bool enable, |
---|
1432 | const String& materialName, |
---|
1433 | Real distance, |
---|
1434 | bool drawFirst, |
---|
1435 | const Quaternion& orientation, |
---|
1436 | const String& groupName) |
---|
1437 | { |
---|
1438 | if (enable) |
---|
1439 | { |
---|
1440 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName); |
---|
1441 | if (m.isNull()) |
---|
1442 | { |
---|
1443 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
---|
1444 | "Sky box material '" + materialName + "' not found.", |
---|
1445 | "SceneManager::setSkyBox"); |
---|
1446 | } |
---|
1447 | // Make sure the material doesn't update the depth buffer |
---|
1448 | m->setDepthWriteEnabled(false); |
---|
1449 | // Ensure loaded |
---|
1450 | m->load(); |
---|
1451 | // Also clamp texture, don't wrap (otherwise edges can get filtered) |
---|
1452 | m->getBestTechnique()->getPass(0)->getTextureUnitState(0)->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); |
---|
1453 | |
---|
1454 | |
---|
1455 | mSkyBoxDrawFirst = drawFirst; |
---|
1456 | |
---|
1457 | // Create node |
---|
1458 | if (!mSkyBoxNode) |
---|
1459 | { |
---|
1460 | mSkyBoxNode = createSceneNode("SkyBoxNode"); |
---|
1461 | } |
---|
1462 | else |
---|
1463 | { |
---|
1464 | mSkyBoxNode->detachAllObjects(); |
---|
1465 | } |
---|
1466 | |
---|
1467 | MaterialManager& matMgr = MaterialManager::getSingleton(); |
---|
1468 | // Set up the box (6 planes) |
---|
1469 | for (int i = 0; i < 6; ++i) |
---|
1470 | { |
---|
1471 | MeshPtr planeMesh = createSkyboxPlane((BoxPlane)i, distance, orientation, groupName); |
---|
1472 | String entName = mName + "SkyBoxPlane" + StringConverter::toString(i); |
---|
1473 | |
---|
1474 | // Create entity |
---|
1475 | if (mSkyBoxEntity[i]) |
---|
1476 | { |
---|
1477 | // destroy old one, do it by name for speed |
---|
1478 | destroyEntity(entName); |
---|
1479 | } |
---|
1480 | mSkyBoxEntity[i] = createEntity(entName, planeMesh->getName()); |
---|
1481 | mSkyBoxEntity[i]->setCastShadows(false); |
---|
1482 | // Have to create 6 materials, one for each frame |
---|
1483 | // Used to use combined material but now we're using queue we can't split to change frame |
---|
1484 | // This doesn't use much memory because textures aren't duplicated |
---|
1485 | MaterialPtr boxMat = matMgr.getByName(entName); |
---|
1486 | if (boxMat.isNull()) |
---|
1487 | { |
---|
1488 | // Create new by clone |
---|
1489 | boxMat = m->clone(entName); |
---|
1490 | boxMat->load(); |
---|
1491 | } |
---|
1492 | else |
---|
1493 | { |
---|
1494 | // Copy over existing |
---|
1495 | m->copyDetailsTo(boxMat); |
---|
1496 | boxMat->load(); |
---|
1497 | } |
---|
1498 | // Set active frame |
---|
1499 | Material::TechniqueIterator ti = boxMat->getSupportedTechniqueIterator(); |
---|
1500 | while (ti.hasMoreElements()) |
---|
1501 | { |
---|
1502 | Technique* tech = ti.getNext(); |
---|
1503 | tech->getPass(0)->getTextureUnitState(0)->setCurrentFrame(i); |
---|
1504 | } |
---|
1505 | |
---|
1506 | mSkyBoxEntity[i]->setMaterialName(boxMat->getName()); |
---|
1507 | |
---|
1508 | // Attach to node |
---|
1509 | mSkyBoxNode->attachObject(mSkyBoxEntity[i]); |
---|
1510 | } // for each plane |
---|
1511 | |
---|
1512 | } |
---|
1513 | mSkyBoxEnabled = enable; |
---|
1514 | mSkyBoxGenParameters.skyBoxDistance = distance; |
---|
1515 | } |
---|
1516 | //----------------------------------------------------------------------- |
---|
1517 | void SceneManager::setSkyDome( |
---|
1518 | bool enable, |
---|
1519 | const String& materialName, |
---|
1520 | Real curvature, |
---|
1521 | Real tiling, |
---|
1522 | Real distance, |
---|
1523 | bool drawFirst, |
---|
1524 | const Quaternion& orientation, |
---|
1525 | int xsegments, int ysegments, int ySegmentsToKeep, |
---|
1526 | const String& groupName) |
---|
1527 | { |
---|
1528 | if (enable) |
---|
1529 | { |
---|
1530 | MaterialPtr m = MaterialManager::getSingleton().getByName(materialName); |
---|
1531 | if (m.isNull()) |
---|
1532 | { |
---|
1533 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
---|
1534 | "Sky dome material '" + materialName + "' not found.", |
---|
1535 | "SceneManager::setSkyDome"); |
---|
1536 | } |
---|
1537 | // Make sure the material doesn't update the depth buffer |
---|
1538 | m->setDepthWriteEnabled(false); |
---|
1539 | // Ensure loaded |
---|
1540 | m->load(); |
---|
1541 | |
---|
1542 | mSkyDomeDrawFirst = drawFirst; |
---|
1543 | |
---|
1544 | // Create node |
---|
1545 | if (!mSkyDomeNode) |
---|
1546 | { |
---|
1547 | mSkyDomeNode = createSceneNode("SkyDomeNode"); |
---|
1548 | } |
---|
1549 | else |
---|
1550 | { |
---|
1551 | mSkyDomeNode->detachAllObjects(); |
---|
1552 | } |
---|
1553 | |
---|
1554 | // Set up the dome (5 planes) |
---|
1555 | for (int i = 0; i < 5; ++i) |
---|
1556 | { |
---|
1557 | MeshPtr planeMesh = createSkydomePlane((BoxPlane)i, curvature, |
---|
1558 | tiling, distance, orientation, xsegments, ysegments, |
---|
1559 | i!=BP_UP ? ySegmentsToKeep : -1, groupName); |
---|
1560 | |
---|
1561 | String entName = "SkyDomePlane" + StringConverter::toString(i); |
---|
1562 | |
---|
1563 | // Create entity |
---|
1564 | if (mSkyDomeEntity[i]) |
---|
1565 | { |
---|
1566 | // destroy old one, do it by name for speed |
---|
1567 | destroyEntity(entName); |
---|
1568 | } |
---|
1569 | mSkyDomeEntity[i] = createEntity(entName, planeMesh->getName()); |
---|
1570 | mSkyDomeEntity[i]->setMaterialName(m->getName()); |
---|
1571 | mSkyDomeEntity[i]->setCastShadows(false); |
---|
1572 | |
---|
1573 | // Attach to node |
---|
1574 | mSkyDomeNode->attachObject(mSkyDomeEntity[i]); |
---|
1575 | } // for each plane |
---|
1576 | |
---|
1577 | } |
---|
1578 | mSkyDomeEnabled = enable; |
---|
1579 | mSkyDomeGenParameters.skyDomeCurvature = curvature; |
---|
1580 | mSkyDomeGenParameters.skyDomeDistance = distance; |
---|
1581 | mSkyDomeGenParameters.skyDomeTiling = tiling; |
---|
1582 | mSkyDomeGenParameters.skyDomeXSegments = xsegments; |
---|
1583 | mSkyDomeGenParameters.skyDomeYSegments = ysegments; |
---|
1584 | mSkyDomeGenParameters.skyDomeYSegments_keep = ySegmentsToKeep; |
---|
1585 | } |
---|
1586 | //----------------------------------------------------------------------- |
---|
1587 | MeshPtr SceneManager::createSkyboxPlane( |
---|
1588 | BoxPlane bp, |
---|
1589 | Real distance, |
---|
1590 | const Quaternion& orientation, |
---|
1591 | const String& groupName) |
---|
1592 | { |
---|
1593 | Plane plane; |
---|
1594 | String meshName; |
---|
1595 | Vector3 up; |
---|
1596 | |
---|
1597 | meshName = mName + "SkyBoxPlane_"; |
---|
1598 | // Set up plane equation |
---|
1599 | plane.d = distance; |
---|
1600 | switch(bp) |
---|
1601 | { |
---|
1602 | case BP_FRONT: |
---|
1603 | plane.normal = Vector3::UNIT_Z; |
---|
1604 | up = Vector3::UNIT_Y; |
---|
1605 | meshName += "Front"; |
---|
1606 | break; |
---|
1607 | case BP_BACK: |
---|
1608 | plane.normal = -Vector3::UNIT_Z; |
---|
1609 | up = Vector3::UNIT_Y; |
---|
1610 | meshName += "Back"; |
---|
1611 | break; |
---|
1612 | case BP_LEFT: |
---|
1613 | plane.normal = Vector3::UNIT_X; |
---|
1614 | up = Vector3::UNIT_Y; |
---|
1615 | meshName += "Left"; |
---|
1616 | break; |
---|
1617 | case BP_RIGHT: |
---|
1618 | plane.normal = -Vector3::UNIT_X; |
---|
1619 | up = Vector3::UNIT_Y; |
---|
1620 | meshName += "Right"; |
---|
1621 | break; |
---|
1622 | case BP_UP: |
---|
1623 | plane.normal = -Vector3::UNIT_Y; |
---|
1624 | up = Vector3::UNIT_Z; |
---|
1625 | meshName += "Up"; |
---|
1626 | break; |
---|
1627 | case BP_DOWN: |
---|
1628 | plane.normal = Vector3::UNIT_Y; |
---|
1629 | up = -Vector3::UNIT_Z; |
---|
1630 | meshName += "Down"; |
---|
1631 | break; |
---|
1632 | } |
---|
1633 | // Modify by orientation |
---|
1634 | plane.normal = orientation * plane.normal; |
---|
1635 | up = orientation * up; |
---|
1636 | |
---|
1637 | |
---|
1638 | // Check to see if existing plane |
---|
1639 | MeshManager& mm = MeshManager::getSingleton(); |
---|
1640 | MeshPtr planeMesh = mm.getByName(meshName); |
---|
1641 | if(!planeMesh.isNull()) |
---|
1642 | { |
---|
1643 | // destroy existing |
---|
1644 | mm.remove(planeMesh->getHandle()); |
---|
1645 | } |
---|
1646 | // Create new |
---|
1647 | Real planeSize = distance * 2; |
---|
1648 | const int BOX_SEGMENTS = 1; |
---|
1649 | planeMesh = mm.createPlane(meshName, groupName, plane, planeSize, planeSize, |
---|
1650 | BOX_SEGMENTS, BOX_SEGMENTS, false, 1, 1, 1, up); |
---|
1651 | |
---|
1652 | //planeMesh->_dumpContents(meshName); |
---|
1653 | |
---|
1654 | return planeMesh; |
---|
1655 | |
---|
1656 | } |
---|
1657 | //----------------------------------------------------------------------- |
---|
1658 | MeshPtr SceneManager::createSkydomePlane( |
---|
1659 | BoxPlane bp, |
---|
1660 | Real curvature, |
---|
1661 | Real tiling, |
---|
1662 | Real distance, |
---|
1663 | const Quaternion& orientation, |
---|
1664 | int xsegments, int ysegments, int ysegments_keep, |
---|
1665 | const String& groupName) |
---|
1666 | { |
---|
1667 | |
---|
1668 | Plane plane; |
---|
1669 | String meshName; |
---|
1670 | Vector3 up; |
---|
1671 | |
---|
1672 | meshName = mName + "SkyDomePlane_"; |
---|
1673 | // Set up plane equation |
---|
1674 | plane.d = distance; |
---|
1675 | switch(bp) |
---|
1676 | { |
---|
1677 | case BP_FRONT: |
---|
1678 | plane.normal = Vector3::UNIT_Z; |
---|
1679 | up = Vector3::UNIT_Y; |
---|
1680 | meshName += "Front"; |
---|
1681 | break; |
---|
1682 | case BP_BACK: |
---|
1683 | plane.normal = -Vector3::UNIT_Z; |
---|
1684 | up = Vector3::UNIT_Y; |
---|
1685 | meshName += "Back"; |
---|
1686 | break; |
---|
1687 | case BP_LEFT: |
---|
1688 | plane.normal = Vector3::UNIT_X; |
---|
1689 | up = Vector3::UNIT_Y; |
---|
1690 | meshName += "Left"; |
---|
1691 | break; |
---|
1692 | case BP_RIGHT: |
---|
1693 | plane.normal = -Vector3::UNIT_X; |
---|
1694 | up = Vector3::UNIT_Y; |
---|
1695 | meshName += "Right"; |
---|
1696 | break; |
---|
1697 | case BP_UP: |
---|
1698 | plane.normal = -Vector3::UNIT_Y; |
---|
1699 | up = Vector3::UNIT_Z; |
---|
1700 | meshName += "Up"; |
---|
1701 | break; |
---|
1702 | case BP_DOWN: |
---|
1703 | // no down |
---|
1704 | return MeshPtr(); |
---|
1705 | } |
---|
1706 | // Modify by orientation |
---|
1707 | plane.normal = orientation * plane.normal; |
---|
1708 | up = orientation * up; |
---|
1709 | |
---|
1710 | // Check to see if existing plane |
---|
1711 | MeshManager& mm = MeshManager::getSingleton(); |
---|
1712 | MeshPtr planeMesh = mm.getByName(meshName); |
---|
1713 | if(!planeMesh.isNull()) |
---|
1714 | { |
---|
1715 | // destroy existing |
---|
1716 | mm.remove(planeMesh->getHandle()); |
---|
1717 | } |
---|
1718 | // Create new |
---|
1719 | Real planeSize = distance * 2; |
---|
1720 | planeMesh = mm.createCurvedIllusionPlane(meshName, groupName, plane, |
---|
1721 | planeSize, planeSize, curvature, |
---|
1722 | xsegments, ysegments, false, 1, tiling, tiling, up, |
---|
1723 | orientation, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, HardwareBuffer::HBU_STATIC_WRITE_ONLY, |
---|
1724 | false, false, ysegments_keep); |
---|
1725 | |
---|
1726 | //planeMesh->_dumpContents(meshName); |
---|
1727 | |
---|
1728 | return planeMesh; |
---|
1729 | |
---|
1730 | } |
---|
1731 | |
---|
1732 | |
---|
1733 | //----------------------------------------------------------------------- |
---|
1734 | void SceneManager::_updateSceneGraph(Camera* cam) |
---|
1735 | { |
---|
1736 | // Process queued needUpdate calls |
---|
1737 | Node::processQueuedUpdates(); |
---|
1738 | |
---|
1739 | // Cascade down the graph updating transforms & world bounds |
---|
1740 | // In this implementation, just update from the root |
---|
1741 | // Smarter SceneManager subclasses may choose to update only |
---|
1742 | // certain scene graph branches |
---|
1743 | mSceneRoot->_update(true, false); |
---|
1744 | |
---|
1745 | |
---|
1746 | } |
---|
1747 | //----------------------------------------------------------------------- |
---|
1748 | void SceneManager::_findVisibleObjects( |
---|
1749 | Camera* cam, VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters) |
---|
1750 | { |
---|
1751 | // Tell nodes to find, cascade down all nodes |
---|
1752 | mSceneRoot->_findVisibleObjects(cam, getRenderQueue(), visibleBounds, true, |
---|
1753 | mDisplayNodes, onlyShadowCasters); |
---|
1754 | |
---|
1755 | } |
---|
1756 | //----------------------------------------------------------------------- |
---|
1757 | void SceneManager::_renderVisibleObjects(void) |
---|
1758 | { |
---|
1759 | RenderQueueInvocationSequence* invocationSequence = |
---|
1760 | mCurrentViewport->_getRenderQueueInvocationSequence(); |
---|
1761 | // Use custom sequence only if we're not doing the texture shadow render |
---|
1762 | // since texture shadow render should not be interfered with by suppressing |
---|
1763 | // render state changes for example |
---|
1764 | if (invocationSequence && mIlluminationStage != IRS_RENDER_TO_TEXTURE) |
---|
1765 | { |
---|
1766 | renderVisibleObjectsCustomSequence(invocationSequence); |
---|
1767 | } |
---|
1768 | else |
---|
1769 | { |
---|
1770 | renderVisibleObjectsDefaultSequence(); |
---|
1771 | } |
---|
1772 | } |
---|
1773 | //----------------------------------------------------------------------- |
---|
1774 | void SceneManager::renderVisibleObjectsCustomSequence(RenderQueueInvocationSequence* seq) |
---|
1775 | { |
---|
1776 | RenderQueueInvocationIterator invocationIt = seq->iterator(); |
---|
1777 | while (invocationIt.hasMoreElements()) |
---|
1778 | { |
---|
1779 | RenderQueueInvocation* invocation = invocationIt.getNext(); |
---|
1780 | uint8 qId = invocation->getRenderQueueGroupID(); |
---|
1781 | // Skip this one if not to be processed |
---|
1782 | if (!isRenderQueueToBeProcessed(qId)) |
---|
1783 | continue; |
---|
1784 | |
---|
1785 | |
---|
1786 | bool repeatQueue = false; |
---|
1787 | const String& invocationName = invocation->getInvocationName(); |
---|
1788 | RenderQueueGroup* queueGroup = getRenderQueue()->getQueueGroup(qId); |
---|
1789 | do // for repeating queues |
---|
1790 | { |
---|
1791 | // Fire queue started event |
---|
1792 | if (fireRenderQueueStarted(qId, invocationName)) |
---|
1793 | { |
---|
1794 | // Someone requested we skip this queue |
---|
1795 | break; |
---|
1796 | } |
---|
1797 | |
---|
1798 | // Invoke it |
---|
1799 | invocation->invoke(queueGroup, this); |
---|
1800 | |
---|
1801 | // Fire queue ended event |
---|
1802 | if (fireRenderQueueEnded(qId, invocationName)) |
---|
1803 | { |
---|
1804 | // Someone requested we repeat this queue |
---|
1805 | repeatQueue = true; |
---|
1806 | } |
---|
1807 | else |
---|
1808 | { |
---|
1809 | repeatQueue = false; |
---|
1810 | } |
---|
1811 | } while (repeatQueue); |
---|
1812 | |
---|
1813 | |
---|
1814 | } |
---|
1815 | } |
---|
1816 | //----------------------------------------------------------------------- |
---|
1817 | void SceneManager::renderVisibleObjectsDefaultSequence(void) |
---|
1818 | { |
---|
1819 | // Render each separate queue |
---|
1820 | RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator(); |
---|
1821 | |
---|
1822 | // NB only queues which have been created are rendered, no time is wasted |
---|
1823 | // parsing through non-existent queues (even though there are 10 available) |
---|
1824 | |
---|
1825 | while (queueIt.hasMoreElements()) |
---|
1826 | { |
---|
1827 | // Get queue group id |
---|
1828 | uint8 qId = queueIt.peekNextKey(); |
---|
1829 | RenderQueueGroup* pGroup = queueIt.getNext(); |
---|
1830 | // Skip this one if not to be processed |
---|
1831 | if (!isRenderQueueToBeProcessed(qId)) |
---|
1832 | continue; |
---|
1833 | |
---|
1834 | |
---|
1835 | bool repeatQueue = false; |
---|
1836 | do // for repeating queues |
---|
1837 | { |
---|
1838 | // Fire queue started event |
---|
1839 | if (fireRenderQueueStarted(qId, |
---|
1840 | mIlluminationStage == IRS_RENDER_TO_TEXTURE ? |
---|
1841 | RenderQueueInvocation::RENDER_QUEUE_INVOCATION_SHADOWS : |
---|
1842 | StringUtil::BLANK)) |
---|
1843 | { |
---|
1844 | // Someone requested we skip this queue |
---|
1845 | break; |
---|
1846 | } |
---|
1847 | |
---|
1848 | _renderQueueGroupObjects(pGroup, QueuedRenderableCollection::OM_PASS_GROUP); |
---|
1849 | |
---|
1850 | // Fire queue ended event |
---|
1851 | if (fireRenderQueueEnded(qId, |
---|
1852 | mIlluminationStage == IRS_RENDER_TO_TEXTURE ? |
---|
1853 | RenderQueueInvocation::RENDER_QUEUE_INVOCATION_SHADOWS : |
---|
1854 | StringUtil::BLANK)) |
---|
1855 | { |
---|
1856 | // Someone requested we repeat this queue |
---|
1857 | repeatQueue = true; |
---|
1858 | } |
---|
1859 | else |
---|
1860 | { |
---|
1861 | repeatQueue = false; |
---|
1862 | } |
---|
1863 | } while (repeatQueue); |
---|
1864 | |
---|
1865 | } // for each queue group |
---|
1866 | |
---|
1867 | } |
---|
1868 | //----------------------------------------------------------------------- |
---|
1869 | void SceneManager::renderAdditiveStencilShadowedQueueGroupObjects( |
---|
1870 | RenderQueueGroup* pGroup, |
---|
1871 | QueuedRenderableCollection::OrganisationMode om) |
---|
1872 | { |
---|
1873 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); |
---|
1874 | LightList lightList; |
---|
1875 | |
---|
1876 | while (groupIt.hasMoreElements()) |
---|
1877 | { |
---|
1878 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); |
---|
1879 | |
---|
1880 | // Sort the queue first |
---|
1881 | pPriorityGrp->sort(mCameraInProgress); |
---|
1882 | |
---|
1883 | // Clear light list |
---|
1884 | lightList.clear(); |
---|
1885 | |
---|
1886 | // Render all the ambient passes first, no light iteration, no lights |
---|
1887 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &lightList); |
---|
1888 | // Also render any objects which have receive shadows disabled |
---|
1889 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true); |
---|
1890 | |
---|
1891 | |
---|
1892 | // Now iterate per light |
---|
1893 | // Iterate over lights, render all volumes to stencil |
---|
1894 | LightList::const_iterator li, liend; |
---|
1895 | liend = mLightsAffectingFrustum.end(); |
---|
1896 | |
---|
1897 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li) |
---|
1898 | { |
---|
1899 | Light* l = *li; |
---|
1900 | // Set light state |
---|
1901 | |
---|
1902 | if (l->getCastShadows()) |
---|
1903 | { |
---|
1904 | // Clear stencil |
---|
1905 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL); |
---|
1906 | renderShadowVolumesToStencil(l, mCameraInProgress); |
---|
1907 | // turn stencil check on |
---|
1908 | mDestRenderSystem->setStencilCheckEnabled(true); |
---|
1909 | // NB we render where the stencil is equal to zero to render lit areas |
---|
1910 | mDestRenderSystem->setStencilBufferParams(CMPF_EQUAL, 0); |
---|
1911 | } |
---|
1912 | |
---|
1913 | // render lighting passes for this light |
---|
1914 | if (lightList.empty()) |
---|
1915 | lightList.push_back(l); |
---|
1916 | else |
---|
1917 | lightList[0] = l; |
---|
1918 | renderObjects(pPriorityGrp->getSolidsDiffuseSpecular(), om, false, &lightList); |
---|
1919 | |
---|
1920 | // Reset stencil params |
---|
1921 | mDestRenderSystem->setStencilBufferParams(); |
---|
1922 | mDestRenderSystem->setStencilCheckEnabled(false); |
---|
1923 | mDestRenderSystem->_setDepthBufferParams(); |
---|
1924 | |
---|
1925 | }// for each light |
---|
1926 | |
---|
1927 | |
---|
1928 | // Now render decal passes, no need to set lights as lighting will be disabled |
---|
1929 | renderObjects(pPriorityGrp->getSolidsDecal(), om, false); |
---|
1930 | |
---|
1931 | |
---|
1932 | }// for each priority |
---|
1933 | |
---|
1934 | // Iterate again - variable name changed to appease gcc. |
---|
1935 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator(); |
---|
1936 | while (groupIt2.hasMoreElements()) |
---|
1937 | { |
---|
1938 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext(); |
---|
1939 | |
---|
1940 | // Do transparents (always descending sort) |
---|
1941 | renderObjects(pPriorityGrp->getTransparents(), |
---|
1942 | QueuedRenderableCollection::OM_SORT_DESCENDING, true); |
---|
1943 | |
---|
1944 | }// for each priority |
---|
1945 | |
---|
1946 | |
---|
1947 | } |
---|
1948 | //----------------------------------------------------------------------- |
---|
1949 | void SceneManager::renderModulativeStencilShadowedQueueGroupObjects( |
---|
1950 | RenderQueueGroup* pGroup, |
---|
1951 | QueuedRenderableCollection::OrganisationMode om) |
---|
1952 | { |
---|
1953 | /* For each light, we need to render all the solids from each group, |
---|
1954 | then do the modulative shadows, then render the transparents from |
---|
1955 | each group. |
---|
1956 | Now, this means we are going to reorder things more, but that it required |
---|
1957 | if the shadows are to look correct. The overall order is preserved anyway, |
---|
1958 | it's just that all the transparents are at the end instead of them being |
---|
1959 | interleaved as in the normal rendering loop. |
---|
1960 | */ |
---|
1961 | // Iterate through priorities |
---|
1962 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); |
---|
1963 | |
---|
1964 | while (groupIt.hasMoreElements()) |
---|
1965 | { |
---|
1966 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); |
---|
1967 | |
---|
1968 | // Sort the queue first |
---|
1969 | pPriorityGrp->sort(mCameraInProgress); |
---|
1970 | |
---|
1971 | // Do (shadowable) solids |
---|
1972 | renderObjects(pPriorityGrp->getSolidsBasic(), om, true); |
---|
1973 | } |
---|
1974 | |
---|
1975 | |
---|
1976 | // Iterate over lights, render all volumes to stencil |
---|
1977 | LightList::const_iterator li, liend; |
---|
1978 | liend = mLightsAffectingFrustum.end(); |
---|
1979 | |
---|
1980 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li) |
---|
1981 | { |
---|
1982 | Light* l = *li; |
---|
1983 | if (l->getCastShadows()) |
---|
1984 | { |
---|
1985 | // Clear stencil |
---|
1986 | mDestRenderSystem->clearFrameBuffer(FBT_STENCIL); |
---|
1987 | renderShadowVolumesToStencil(l, mCameraInProgress); |
---|
1988 | // render full-screen shadow modulator for all lights |
---|
1989 | _setPass(mShadowModulativePass); |
---|
1990 | // turn stencil check on |
---|
1991 | mDestRenderSystem->setStencilCheckEnabled(true); |
---|
1992 | // NB we render where the stencil is not equal to zero to render shadows, not lit areas |
---|
1993 | mDestRenderSystem->setStencilBufferParams(CMPF_NOT_EQUAL, 0); |
---|
1994 | renderSingleObject(mFullScreenQuad, mShadowModulativePass, false); |
---|
1995 | // Reset stencil params |
---|
1996 | mDestRenderSystem->setStencilBufferParams(); |
---|
1997 | mDestRenderSystem->setStencilCheckEnabled(false); |
---|
1998 | mDestRenderSystem->_setDepthBufferParams(); |
---|
1999 | } |
---|
2000 | |
---|
2001 | }// for each light |
---|
2002 | |
---|
2003 | // Iterate again - variable name changed to appease gcc. |
---|
2004 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator(); |
---|
2005 | while (groupIt2.hasMoreElements()) |
---|
2006 | { |
---|
2007 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext(); |
---|
2008 | |
---|
2009 | // Do non-shadowable solids |
---|
2010 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true); |
---|
2011 | |
---|
2012 | }// for each priority |
---|
2013 | |
---|
2014 | |
---|
2015 | // Iterate again - variable name changed to appease gcc. |
---|
2016 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator(); |
---|
2017 | while (groupIt3.hasMoreElements()) |
---|
2018 | { |
---|
2019 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext(); |
---|
2020 | |
---|
2021 | // Do transparents (always descending sort) |
---|
2022 | renderObjects(pPriorityGrp->getTransparents(), |
---|
2023 | QueuedRenderableCollection::OM_SORT_DESCENDING, true); |
---|
2024 | |
---|
2025 | }// for each priority |
---|
2026 | |
---|
2027 | } |
---|
2028 | //----------------------------------------------------------------------- |
---|
2029 | void SceneManager::renderTextureShadowCasterQueueGroupObjects( |
---|
2030 | RenderQueueGroup* pGroup, |
---|
2031 | QueuedRenderableCollection::OrganisationMode om) |
---|
2032 | { |
---|
2033 | static LightList nullLightList; |
---|
2034 | // This is like the basic group render, except we skip all transparents |
---|
2035 | // and we also render any non-shadowed objects |
---|
2036 | // Note that non-shadow casters will have already been eliminated during |
---|
2037 | // _findVisibleObjects |
---|
2038 | |
---|
2039 | // Iterate through priorities |
---|
2040 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); |
---|
2041 | |
---|
2042 | // Override auto param ambient to force vertex programs and fixed function to |
---|
2043 | if (isShadowTechniqueAdditive()) |
---|
2044 | { |
---|
2045 | // Use simple black / white mask if additive |
---|
2046 | mAutoParamDataSource.setAmbientLightColour(ColourValue::Black); |
---|
2047 | mDestRenderSystem->setAmbientLight(0, 0, 0); |
---|
2048 | } |
---|
2049 | else |
---|
2050 | { |
---|
2051 | // Use shadow colour as caster colour if modulative |
---|
2052 | mAutoParamDataSource.setAmbientLightColour(mShadowColour); |
---|
2053 | mDestRenderSystem->setAmbientLight(mShadowColour.r, mShadowColour.g, mShadowColour.b); |
---|
2054 | } |
---|
2055 | |
---|
2056 | while (groupIt.hasMoreElements()) |
---|
2057 | { |
---|
2058 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); |
---|
2059 | |
---|
2060 | // Sort the queue first |
---|
2061 | pPriorityGrp->sort(mCameraInProgress); |
---|
2062 | |
---|
2063 | // Do solids, override light list incase any vertex programs use them |
---|
2064 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &nullLightList); |
---|
2065 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, false, &nullLightList); |
---|
2066 | // Do transparents that cast shadows |
---|
2067 | renderTransparentShadowCasterObjects( |
---|
2068 | pPriorityGrp->getTransparents(), |
---|
2069 | QueuedRenderableCollection::OM_SORT_DESCENDING, |
---|
2070 | false, &nullLightList); |
---|
2071 | |
---|
2072 | |
---|
2073 | }// for each priority |
---|
2074 | |
---|
2075 | // reset ambient light |
---|
2076 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight); |
---|
2077 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b); |
---|
2078 | } |
---|
2079 | //----------------------------------------------------------------------- |
---|
2080 | void SceneManager::renderModulativeTextureShadowedQueueGroupObjects( |
---|
2081 | RenderQueueGroup* pGroup, |
---|
2082 | QueuedRenderableCollection::OrganisationMode om) |
---|
2083 | { |
---|
2084 | /* For each light, we need to render all the solids from each group, |
---|
2085 | then do the modulative shadows, then render the transparents from |
---|
2086 | each group. |
---|
2087 | Now, this means we are going to reorder things more, but that it required |
---|
2088 | if the shadows are to look correct. The overall order is preserved anyway, |
---|
2089 | it's just that all the transparents are at the end instead of them being |
---|
2090 | interleaved as in the normal rendering loop. |
---|
2091 | */ |
---|
2092 | // Iterate through priorities |
---|
2093 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); |
---|
2094 | |
---|
2095 | while (groupIt.hasMoreElements()) |
---|
2096 | { |
---|
2097 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); |
---|
2098 | |
---|
2099 | // Sort the queue first |
---|
2100 | pPriorityGrp->sort(mCameraInProgress); |
---|
2101 | |
---|
2102 | // Do solids |
---|
2103 | renderObjects(pPriorityGrp->getSolidsBasic(), om, true); |
---|
2104 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true); |
---|
2105 | } |
---|
2106 | |
---|
2107 | |
---|
2108 | // Iterate over lights, render received shadows |
---|
2109 | // only perform this if we're in the 'normal' render stage, to avoid |
---|
2110 | // doing it during the render to texture |
---|
2111 | if (mIlluminationStage == IRS_NONE) |
---|
2112 | { |
---|
2113 | mIlluminationStage = IRS_RENDER_RECEIVER_PASS; |
---|
2114 | |
---|
2115 | LightList::iterator i, iend; |
---|
2116 | ShadowTextureList::iterator si, siend; |
---|
2117 | iend = mLightsAffectingFrustum.end(); |
---|
2118 | siend = mShadowTextures.end(); |
---|
2119 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin(); |
---|
2120 | i != iend && si != siend; ++i) |
---|
2121 | { |
---|
2122 | Light* l = *i; |
---|
2123 | |
---|
2124 | if (!l->getCastShadows()) |
---|
2125 | continue; |
---|
2126 | |
---|
2127 | // Store current shadow texture |
---|
2128 | mCurrentShadowTexture = si->getPointer(); |
---|
2129 | // Get camera for current shadow texture |
---|
2130 | Camera *cam = mCurrentShadowTexture->getBuffer()->getRenderTarget()->getViewport(0)->getCamera(); |
---|
2131 | // Hook up receiver texture |
---|
2132 | Pass* targetPass = mShadowTextureCustomReceiverPass ? |
---|
2133 | mShadowTextureCustomReceiverPass : mShadowReceiverPass; |
---|
2134 | targetPass->getTextureUnitState(0)->setTextureName( |
---|
2135 | mCurrentShadowTexture->getName()); |
---|
2136 | // Hook up projection frustum if fixed-function, but also need to |
---|
2137 | // disable it explicitly for program pipeline. |
---|
2138 | TextureUnitState* texUnit = targetPass->getTextureUnitState(0); |
---|
2139 | texUnit->setProjectiveTexturing(!targetPass->hasVertexProgram(), cam); |
---|
2140 | // clamp to border colour in case this is a custom material |
---|
2141 | texUnit->setTextureAddressingMode(TextureUnitState::TAM_BORDER); |
---|
2142 | texUnit->setTextureBorderColour(ColourValue::White); |
---|
2143 | |
---|
2144 | mAutoParamDataSource.setTextureProjector(cam, 0); |
---|
2145 | // if this light is a spotlight, we need to add the spot fader layer |
---|
2146 | // BUT not if using a custom projection matrix, since then it will be |
---|
2147 | // inappropriately shaped most likely |
---|
2148 | if (l->getType() == Light::LT_SPOTLIGHT && !cam->isCustomProjectionMatrixEnabled()) |
---|
2149 | { |
---|
2150 | // remove all TUs except 0 & 1 |
---|
2151 | // (only an issue if additive shadows have been used) |
---|
2152 | while(targetPass->getNumTextureUnitStates() > 2) |
---|
2153 | targetPass->removeTextureUnitState(2); |
---|
2154 | |
---|
2155 | // Add spot fader if not present already |
---|
2156 | if (targetPass->getNumTextureUnitStates() == 2 && |
---|
2157 | targetPass->getTextureUnitState(1)->getTextureName() == |
---|
2158 | "spot_shadow_fade.png") |
---|
2159 | { |
---|
2160 | // Just set |
---|
2161 | TextureUnitState* t = |
---|
2162 | targetPass->getTextureUnitState(1); |
---|
2163 | t->setProjectiveTexturing(!targetPass->hasVertexProgram(), cam); |
---|
2164 | } |
---|
2165 | else |
---|
2166 | { |
---|
2167 | // Remove any non-conforming spot layers |
---|
2168 | while(targetPass->getNumTextureUnitStates() > 1) |
---|
2169 | targetPass->removeTextureUnitState(1); |
---|
2170 | |
---|
2171 | TextureUnitState* t = |
---|
2172 | targetPass->createTextureUnitState("spot_shadow_fade.png"); |
---|
2173 | t->setProjectiveTexturing(!targetPass->hasVertexProgram(), cam); |
---|
2174 | t->setColourOperation(LBO_ADD); |
---|
2175 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); |
---|
2176 | } |
---|
2177 | } |
---|
2178 | else |
---|
2179 | { |
---|
2180 | // remove all TUs except 0 including spot |
---|
2181 | while(targetPass->getNumTextureUnitStates() > 1) |
---|
2182 | targetPass->removeTextureUnitState(1); |
---|
2183 | |
---|
2184 | } |
---|
2185 | // Set lighting / blending modes |
---|
2186 | targetPass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO); |
---|
2187 | targetPass->setLightingEnabled(false); |
---|
2188 | |
---|
2189 | targetPass->_load(); |
---|
2190 | |
---|
2191 | // Fire pre-receiver event |
---|
2192 | fireShadowTexturesPreReceiver(l, cam); |
---|
2193 | |
---|
2194 | renderTextureShadowReceiverQueueGroupObjects(pGroup, om); |
---|
2195 | |
---|
2196 | ++si; |
---|
2197 | |
---|
2198 | }// for each light |
---|
2199 | |
---|
2200 | mIlluminationStage = IRS_NONE; |
---|
2201 | |
---|
2202 | } |
---|
2203 | |
---|
2204 | // Iterate again - variable name changed to appease gcc. |
---|
2205 | RenderQueueGroup::PriorityMapIterator groupIt3 = pGroup->getIterator(); |
---|
2206 | while (groupIt3.hasMoreElements()) |
---|
2207 | { |
---|
2208 | RenderPriorityGroup* pPriorityGrp = groupIt3.getNext(); |
---|
2209 | |
---|
2210 | // Do transparents (always descending) |
---|
2211 | renderObjects(pPriorityGrp->getTransparents(), |
---|
2212 | QueuedRenderableCollection::OM_SORT_DESCENDING, true); |
---|
2213 | |
---|
2214 | }// for each priority |
---|
2215 | |
---|
2216 | } |
---|
2217 | //----------------------------------------------------------------------- |
---|
2218 | void SceneManager::renderAdditiveTextureShadowedQueueGroupObjects( |
---|
2219 | RenderQueueGroup* pGroup, |
---|
2220 | QueuedRenderableCollection::OrganisationMode om) |
---|
2221 | { |
---|
2222 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); |
---|
2223 | LightList lightList; |
---|
2224 | |
---|
2225 | while (groupIt.hasMoreElements()) |
---|
2226 | { |
---|
2227 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); |
---|
2228 | |
---|
2229 | // Sort the queue first |
---|
2230 | pPriorityGrp->sort(mCameraInProgress); |
---|
2231 | |
---|
2232 | // Clear light list |
---|
2233 | lightList.clear(); |
---|
2234 | |
---|
2235 | // Render all the ambient passes first, no light iteration, no lights |
---|
2236 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &lightList); |
---|
2237 | // Also render any objects which have receive shadows disabled |
---|
2238 | renderObjects(pPriorityGrp->getSolidsNoShadowReceive(), om, true); |
---|
2239 | |
---|
2240 | |
---|
2241 | // only perform this next part if we're in the 'normal' render stage, to avoid |
---|
2242 | // doing it during the render to texture |
---|
2243 | if (mIlluminationStage == IRS_NONE) |
---|
2244 | { |
---|
2245 | // Iterate over lights, render masked |
---|
2246 | LightList::const_iterator li, liend; |
---|
2247 | ShadowTextureList::iterator si, siend; |
---|
2248 | liend = mLightsAffectingFrustum.end(); |
---|
2249 | siend = mShadowTextures.end(); |
---|
2250 | si = mShadowTextures.begin(); |
---|
2251 | |
---|
2252 | for (li = mLightsAffectingFrustum.begin(); li != liend; ++li) |
---|
2253 | { |
---|
2254 | Light* l = *li; |
---|
2255 | |
---|
2256 | if (l->getCastShadows() && si != siend) |
---|
2257 | { |
---|
2258 | // Store current shadow texture |
---|
2259 | mCurrentShadowTexture = si->getPointer(); |
---|
2260 | // Get camera for current shadow texture |
---|
2261 | Camera *cam = mCurrentShadowTexture->getBuffer()->getRenderTarget()->getViewport(0)->getCamera(); |
---|
2262 | // Hook up receiver texture |
---|
2263 | Pass* targetPass = mShadowTextureCustomReceiverPass ? |
---|
2264 | mShadowTextureCustomReceiverPass : mShadowReceiverPass; |
---|
2265 | targetPass->getTextureUnitState(0)->setTextureName( |
---|
2266 | mCurrentShadowTexture->getName()); |
---|
2267 | // Hook up projection frustum if fixed-function, but also need to |
---|
2268 | // disable it explicitly for program pipeline. |
---|
2269 | TextureUnitState* texUnit = targetPass->getTextureUnitState(0); |
---|
2270 | texUnit->setProjectiveTexturing(!targetPass->hasVertexProgram(), cam); |
---|
2271 | // clamp to border colour in case this is a custom material |
---|
2272 | texUnit->setTextureAddressingMode(TextureUnitState::TAM_BORDER); |
---|
2273 | texUnit->setTextureBorderColour(ColourValue::White); |
---|
2274 | mAutoParamDataSource.setTextureProjector(cam, 0); |
---|
2275 | // Remove any spot fader layer |
---|
2276 | if (targetPass->getNumTextureUnitStates() > 1 && |
---|
2277 | targetPass->getTextureUnitState(1)->getTextureName() |
---|
2278 | == "spot_shadow_fade.png") |
---|
2279 | { |
---|
2280 | // remove spot fader layer (should only be there if |
---|
2281 | // we previously used modulative shadows) |
---|
2282 | targetPass->removeTextureUnitState(1); |
---|
2283 | } |
---|
2284 | // Set lighting / blending modes |
---|
2285 | targetPass->setSceneBlending(SBF_ONE, SBF_ONE); |
---|
2286 | targetPass->setLightingEnabled(true); |
---|
2287 | targetPass->_load(); |
---|
2288 | |
---|
2289 | // increment shadow texture since used |
---|
2290 | ++si; |
---|
2291 | |
---|
2292 | mIlluminationStage = IRS_RENDER_RECEIVER_PASS; |
---|
2293 | |
---|
2294 | } |
---|
2295 | else |
---|
2296 | { |
---|
2297 | mIlluminationStage = IRS_NONE; |
---|
2298 | |
---|
2299 | } |
---|
2300 | |
---|
2301 | // render lighting passes for this light |
---|
2302 | if (lightList.empty()) |
---|
2303 | lightList.push_back(l); |
---|
2304 | else |
---|
2305 | lightList[0] = l; |
---|
2306 | renderObjects(pPriorityGrp->getSolidsDiffuseSpecular(), om, false, &lightList); |
---|
2307 | |
---|
2308 | }// for each light |
---|
2309 | |
---|
2310 | mIlluminationStage = IRS_NONE; |
---|
2311 | |
---|
2312 | // Now render decal passes, no need to set lights as lighting will be disabled |
---|
2313 | renderObjects(pPriorityGrp->getSolidsDecal(), om, false); |
---|
2314 | |
---|
2315 | } |
---|
2316 | |
---|
2317 | |
---|
2318 | }// for each priority |
---|
2319 | |
---|
2320 | // Iterate again - variable name changed to appease gcc. |
---|
2321 | RenderQueueGroup::PriorityMapIterator groupIt2 = pGroup->getIterator(); |
---|
2322 | while (groupIt2.hasMoreElements()) |
---|
2323 | { |
---|
2324 | RenderPriorityGroup* pPriorityGrp = groupIt2.getNext(); |
---|
2325 | |
---|
2326 | // Do transparents (always descending sort) |
---|
2327 | renderObjects(pPriorityGrp->getTransparents(), |
---|
2328 | QueuedRenderableCollection::OM_SORT_DESCENDING, true); |
---|
2329 | |
---|
2330 | }// for each priority |
---|
2331 | |
---|
2332 | } |
---|
2333 | //----------------------------------------------------------------------- |
---|
2334 | void SceneManager::renderTextureShadowReceiverQueueGroupObjects( |
---|
2335 | RenderQueueGroup* pGroup, |
---|
2336 | QueuedRenderableCollection::OrganisationMode om) |
---|
2337 | { |
---|
2338 | static LightList nullLightList; |
---|
2339 | |
---|
2340 | // Iterate through priorities |
---|
2341 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); |
---|
2342 | |
---|
2343 | // Override auto param ambient to force vertex programs to go full-bright |
---|
2344 | mAutoParamDataSource.setAmbientLightColour(ColourValue::White); |
---|
2345 | mDestRenderSystem->setAmbientLight(1, 1, 1); |
---|
2346 | |
---|
2347 | while (groupIt.hasMoreElements()) |
---|
2348 | { |
---|
2349 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); |
---|
2350 | |
---|
2351 | // Do solids, override light list incase any vertex programs use them |
---|
2352 | renderObjects(pPriorityGrp->getSolidsBasic(), om, false, &nullLightList); |
---|
2353 | |
---|
2354 | // Don't render transparents or passes which have shadow receipt disabled |
---|
2355 | |
---|
2356 | }// for each priority |
---|
2357 | |
---|
2358 | // reset ambient |
---|
2359 | mAutoParamDataSource.setAmbientLightColour(mAmbientLight); |
---|
2360 | mDestRenderSystem->setAmbientLight(mAmbientLight.r, mAmbientLight.g, mAmbientLight.b); |
---|
2361 | |
---|
2362 | } |
---|
2363 | //----------------------------------------------------------------------- |
---|
2364 | void SceneManager::SceneMgrQueuedRenderableVisitor::visit(const Renderable* r) |
---|
2365 | { |
---|
2366 | // Give SM a chance to eliminate |
---|
2367 | if (targetSceneMgr->validateRenderableForRendering(mUsedPass, r)) |
---|
2368 | { |
---|
2369 | // Render a single object, this will set up auto params if required |
---|
2370 | targetSceneMgr->renderSingleObject(r, mUsedPass, autoLights, manualLightList); |
---|
2371 | } |
---|
2372 | } |
---|
2373 | //----------------------------------------------------------------------- |
---|
2374 | bool SceneManager::SceneMgrQueuedRenderableVisitor::visit(const Pass* p) |
---|
2375 | { |
---|
2376 | // Give SM a chance to eliminate this pass |
---|
2377 | if (!targetSceneMgr->validatePassForRendering(p)) |
---|
2378 | return false; |
---|
2379 | |
---|
2380 | // Set pass, store the actual one used |
---|
2381 | mUsedPass = targetSceneMgr->_setPass(p); |
---|
2382 | |
---|
2383 | |
---|
2384 | return true; |
---|
2385 | } |
---|
2386 | //----------------------------------------------------------------------- |
---|
2387 | void SceneManager::SceneMgrQueuedRenderableVisitor::visit(const RenderablePass* rp) |
---|
2388 | { |
---|
2389 | // Skip this one if we're in transparency cast shadows mode & it doesn't |
---|
2390 | // Don't need to implement this one in the other visit methods since |
---|
2391 | // transparents are never grouped, always sorted |
---|
2392 | if (transparentShadowCastersMode && |
---|
2393 | !rp->pass->getParent()->getParent()->getTransparencyCastsShadows()) |
---|
2394 | return; |
---|
2395 | |
---|
2396 | // Give SM a chance to eliminate |
---|
2397 | if (targetSceneMgr->validateRenderableForRendering(rp->pass, rp->renderable)) |
---|
2398 | { |
---|
2399 | mUsedPass = targetSceneMgr->_setPass(rp->pass); |
---|
2400 | targetSceneMgr->renderSingleObject(rp->renderable, mUsedPass, autoLights, |
---|
2401 | manualLightList); |
---|
2402 | } |
---|
2403 | } |
---|
2404 | //----------------------------------------------------------------------- |
---|
2405 | bool SceneManager::validatePassForRendering(const Pass* pass) |
---|
2406 | { |
---|
2407 | // Bypass if we're doing a texture shadow render and |
---|
2408 | // this pass is after the first (only 1 pass needed for shadow texture render, and |
---|
2409 | // one pass for shadow texture receive for modulative technique) |
---|
2410 | // Also bypass if passes above the first if render state changes are |
---|
2411 | // suppressed since we're not actually using this pass data anyway |
---|
2412 | if (!mSuppressShadows && mCurrentViewport->getShadowsEnabled() && |
---|
2413 | ((isShadowTechniqueModulative() && mIlluminationStage == IRS_RENDER_RECEIVER_PASS) |
---|
2414 | || mIlluminationStage == IRS_RENDER_TO_TEXTURE || mSuppressRenderStateChanges) && |
---|
2415 | pass->getIndex() > 0) |
---|
2416 | { |
---|
2417 | return false; |
---|
2418 | } |
---|
2419 | |
---|
2420 | return true; |
---|
2421 | } |
---|
2422 | //----------------------------------------------------------------------- |
---|
2423 | bool SceneManager::validateRenderableForRendering(const Pass* pass, const Renderable* rend) |
---|
2424 | { |
---|
2425 | // Skip this renderable if we're doing modulative texture shadows, it casts shadows |
---|
2426 | // and we're doing the render receivers pass and we're not self-shadowing |
---|
2427 | // also if pass number > 0 |
---|
2428 | if (!mSuppressShadows && mCurrentViewport->getShadowsEnabled() && |
---|
2429 | isShadowTechniqueTextureBased()) |
---|
2430 | { |
---|
2431 | if (mIlluminationStage == IRS_RENDER_RECEIVER_PASS && |
---|
2432 | rend->getCastsShadows() && !mShadowTextureSelfShadow) |
---|
2433 | { |
---|
2434 | return false; |
---|
2435 | } |
---|
2436 | // Some duplication here with validatePassForRendering, for transparents |
---|
2437 | if (((isShadowTechniqueModulative() && mIlluminationStage == IRS_RENDER_RECEIVER_PASS) |
---|
2438 | || mIlluminationStage == IRS_RENDER_TO_TEXTURE || mSuppressRenderStateChanges) && |
---|
2439 | pass->getIndex() > 0) |
---|
2440 | { |
---|
2441 | return false; |
---|
2442 | } |
---|
2443 | } |
---|
2444 | |
---|
2445 | return true; |
---|
2446 | |
---|
2447 | } |
---|
2448 | //----------------------------------------------------------------------- |
---|
2449 | void SceneManager::renderObjects(const QueuedRenderableCollection& objs, |
---|
2450 | QueuedRenderableCollection::OrganisationMode om, |
---|
2451 | bool doLightIteration, |
---|
2452 | const LightList* manualLightList) |
---|
2453 | { |
---|
2454 | mActiveQueuedRenderableVisitor->autoLights = doLightIteration; |
---|
2455 | mActiveQueuedRenderableVisitor->manualLightList = manualLightList; |
---|
2456 | mActiveQueuedRenderableVisitor->transparentShadowCastersMode = false; |
---|
2457 | // Use visitor |
---|
2458 | objs.acceptVisitor(mActiveQueuedRenderableVisitor, om); |
---|
2459 | } |
---|
2460 | //----------------------------------------------------------------------- |
---|
2461 | void SceneManager::_renderQueueGroupObjects(RenderQueueGroup* pGroup, |
---|
2462 | QueuedRenderableCollection::OrganisationMode om) |
---|
2463 | { |
---|
2464 | bool doShadows = |
---|
2465 | pGroup->getShadowsEnabled() && |
---|
2466 | mCurrentViewport->getShadowsEnabled() && |
---|
2467 | !mSuppressShadows && !mSuppressRenderStateChanges; |
---|
2468 | |
---|
2469 | if (doShadows && mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE) |
---|
2470 | { |
---|
2471 | // Additive stencil shadows in use |
---|
2472 | renderAdditiveStencilShadowedQueueGroupObjects(pGroup, om); |
---|
2473 | } |
---|
2474 | else if (doShadows && mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE) |
---|
2475 | { |
---|
2476 | // Modulative stencil shadows in use |
---|
2477 | renderModulativeStencilShadowedQueueGroupObjects(pGroup, om); |
---|
2478 | } |
---|
2479 | else if (isShadowTechniqueTextureBased()) |
---|
2480 | { |
---|
2481 | // Modulative texture shadows in use |
---|
2482 | if (mIlluminationStage == IRS_RENDER_TO_TEXTURE) |
---|
2483 | { |
---|
2484 | // Shadow caster pass |
---|
2485 | if (mCurrentViewport->getShadowsEnabled() && |
---|
2486 | !mSuppressShadows && !mSuppressRenderStateChanges) |
---|
2487 | { |
---|
2488 | renderTextureShadowCasterQueueGroupObjects(pGroup, om); |
---|
2489 | } |
---|
2490 | } |
---|
2491 | else |
---|
2492 | { |
---|
2493 | // Ordinary + receiver pass |
---|
2494 | if (doShadows && !isShadowTechniqueIntegrated()) |
---|
2495 | { |
---|
2496 | // Receiver pass(es) |
---|
2497 | if (isShadowTechniqueAdditive()) |
---|
2498 | { |
---|
2499 | // Auto-additive |
---|
2500 | renderAdditiveTextureShadowedQueueGroupObjects(pGroup, om); |
---|
2501 | } |
---|
2502 | else |
---|
2503 | { |
---|
2504 | // Modulative |
---|
2505 | renderModulativeTextureShadowedQueueGroupObjects(pGroup, om); |
---|
2506 | } |
---|
2507 | } |
---|
2508 | else |
---|
2509 | renderBasicQueueGroupObjects(pGroup, om); |
---|
2510 | } |
---|
2511 | } |
---|
2512 | else |
---|
2513 | { |
---|
2514 | // No shadows, ordinary pass |
---|
2515 | renderBasicQueueGroupObjects(pGroup, om); |
---|
2516 | } |
---|
2517 | |
---|
2518 | |
---|
2519 | } |
---|
2520 | //----------------------------------------------------------------------- |
---|
2521 | void SceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup, |
---|
2522 | QueuedRenderableCollection::OrganisationMode om) |
---|
2523 | { |
---|
2524 | // Basic render loop |
---|
2525 | // Iterate through priorities |
---|
2526 | RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); |
---|
2527 | |
---|
2528 | while (groupIt.hasMoreElements()) |
---|
2529 | { |
---|
2530 | RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); |
---|
2531 | |
---|
2532 | // Sort the queue first |
---|
2533 | pPriorityGrp->sort(mCameraInProgress); |
---|
2534 | |
---|
2535 | // Do solids |
---|
2536 | renderObjects(pPriorityGrp->getSolidsBasic(), om, true); |
---|
2537 | // Do transparents (always descending) |
---|
2538 | renderObjects(pPriorityGrp->getTransparents(), |
---|
2539 | QueuedRenderableCollection::OM_SORT_DESCENDING, true); |
---|
2540 | |
---|
2541 | |
---|
2542 | }// for each priority |
---|
2543 | } |
---|
2544 | //----------------------------------------------------------------------- |
---|
2545 | void SceneManager::renderTransparentShadowCasterObjects( |
---|
2546 | const QueuedRenderableCollection& objs, |
---|
2547 | QueuedRenderableCollection::OrganisationMode om, bool doLightIteration, |
---|
2548 | const LightList* manualLightList) |
---|
2549 | { |
---|
2550 | mActiveQueuedRenderableVisitor->transparentShadowCastersMode = true; |
---|
2551 | mActiveQueuedRenderableVisitor->autoLights = doLightIteration; |
---|
2552 | mActiveQueuedRenderableVisitor->manualLightList = manualLightList; |
---|
2553 | |
---|
2554 | // Sort descending (transparency) |
---|
2555 | objs.acceptVisitor(mActiveQueuedRenderableVisitor, |
---|
2556 | QueuedRenderableCollection::OM_SORT_DESCENDING); |
---|
2557 | |
---|
2558 | mActiveQueuedRenderableVisitor->transparentShadowCastersMode = false; |
---|
2559 | } |
---|
2560 | //----------------------------------------------------------------------- |
---|
2561 | void SceneManager::renderSingleObject(const Renderable* rend, const Pass* pass, |
---|
2562 | bool doLightIteration, const LightList* manualLightList) |
---|
2563 | { |
---|
2564 | unsigned short numMatrices; |
---|
2565 | static RenderOperation ro; |
---|
2566 | |
---|
2567 | // Set up rendering operation |
---|
2568 | // I know, I know, const_cast is nasty but otherwise it requires all internal |
---|
2569 | // state of the Renderable assigned to the rop to be mutable |
---|
2570 | const_cast<Renderable*>(rend)->getRenderOperation(ro); |
---|
2571 | ro.srcRenderable = rend; |
---|
2572 | |
---|
2573 | // Set world transformation |
---|
2574 | rend->getWorldTransforms(mTempXform); |
---|
2575 | numMatrices = rend->getNumWorldTransforms(); |
---|
2576 | if (numMatrices > 1) |
---|
2577 | { |
---|
2578 | mDestRenderSystem->_setWorldMatrices(mTempXform, numMatrices); |
---|
2579 | } |
---|
2580 | else |
---|
2581 | { |
---|
2582 | mDestRenderSystem->_setWorldMatrix(*mTempXform); |
---|
2583 | } |
---|
2584 | |
---|
2585 | // Issue view / projection changes if any |
---|
2586 | useRenderableViewProjMode(rend); |
---|
2587 | |
---|
2588 | if (!mSuppressRenderStateChanges) |
---|
2589 | { |
---|
2590 | bool passSurfaceAndLightParams = true; |
---|
2591 | |
---|
2592 | if (pass->isProgrammable()) |
---|
2593 | { |
---|
2594 | // Tell auto params object about the renderable change |
---|
2595 | mAutoParamDataSource.setCurrentRenderable(rend); |
---|
2596 | // Tell auto params object about the world matrices, eliminated query from renderable again |
---|
2597 | mAutoParamDataSource.setWorldMatrices(mTempXform, numMatrices); |
---|
2598 | pass->_updateAutoParamsNoLights(mAutoParamDataSource); |
---|
2599 | if (pass->hasVertexProgram()) |
---|
2600 | { |
---|
2601 | passSurfaceAndLightParams = pass->getVertexProgram()->getPassSurfaceAndLightStates(); |
---|
2602 | } |
---|
2603 | } |
---|
2604 | |
---|
2605 | // Reissue any texture gen settings which are dependent on view matrix |
---|
2606 | Pass::ConstTextureUnitStateIterator texIter = pass->getTextureUnitStateIterator(); |
---|
2607 | size_t unit = 0; |
---|
2608 | while(texIter.hasMoreElements()) |
---|
2609 | { |
---|
2610 | TextureUnitState* pTex = texIter.getNext(); |
---|
2611 | if (pTex->hasViewRelativeTextureCoordinateGeneration()) |
---|
2612 | { |
---|
2613 | mDestRenderSystem->_setTextureUnitSettings(unit, *pTex); |
---|
2614 | } |
---|
2615 | ++unit; |
---|
2616 | } |
---|
2617 | |
---|
2618 | // Sort out normalisation |
---|
2619 | mDestRenderSystem->setNormaliseNormals(rend->getNormaliseNormals()); |
---|
2620 | |
---|
2621 | // Set up the solid / wireframe override |
---|
2622 | // Precedence is Camera, Object, Material |
---|
2623 | // Camera might not override object if not overrideable |
---|
2624 | PolygonMode reqMode = pass->getPolygonMode(); |
---|
2625 | if (rend->getPolygonModeOverrideable()) |
---|
2626 | { |
---|
2627 | PolygonMode camPolyMode = mCameraInProgress->getPolygonMode(); |
---|
2628 | // check camera detial only when render detail is overridable |
---|
2629 | if (reqMode > camPolyMode) |
---|
2630 | { |
---|
2631 | // only downgrade detail; if cam says wireframe we don't go up to solid |
---|
2632 | reqMode = camPolyMode; |
---|
2633 | } |
---|
2634 | } |
---|
2635 | mDestRenderSystem->_setPolygonMode(reqMode); |
---|
2636 | |
---|
2637 | mDestRenderSystem->setClipPlanes(rend->getClipPlanes()); |
---|
2638 | |
---|
2639 | if (doLightIteration) |
---|
2640 | { |
---|
2641 | // Create local light list for faster light iteration setup |
---|
2642 | static LightList localLightList; |
---|
2643 | |
---|
2644 | |
---|
2645 | // Here's where we issue the rendering operation to the render system |
---|
2646 | // Note that we may do this once per light, therefore it's in a loop |
---|
2647 | // and the light parameters are updated once per traversal through the |
---|
2648 | // loop |
---|
2649 | const LightList& rendLightList = rend->getLights(); |
---|
2650 | |
---|
2651 | bool iteratePerLight = pass->getIteratePerLight(); |
---|
2652 | |
---|
2653 | // deliberately unsigned in case start light exceeds number of lights |
---|
2654 | // in which case this pass would be skipped |
---|
2655 | int lightsLeft = 1; |
---|
2656 | if (iteratePerLight) |
---|
2657 | { |
---|
2658 | lightsLeft = static_cast<int>(rendLightList.size()) - pass->getStartLight(); |
---|
2659 | // Don't allow total light count for all iterations to exceed max per pass |
---|
2660 | if (lightsLeft > static_cast<int>(pass->getMaxSimultaneousLights())) |
---|
2661 | { |
---|
2662 | lightsLeft = static_cast<int>(pass->getMaxSimultaneousLights()); |
---|
2663 | } |
---|
2664 | |
---|
2665 | } |
---|
2666 | |
---|
2667 | const LightList* pLightListToUse; |
---|
2668 | // Start counting from the start light |
---|
2669 | size_t lightIndex = pass->getStartLight(); |
---|
2670 | |
---|
2671 | while (lightsLeft > 0) |
---|
2672 | { |
---|
2673 | // Determine light list to use |
---|
2674 | if (iteratePerLight) |
---|
2675 | { |
---|
2676 | localLightList.resize(pass->getLightCountPerIteration()); |
---|
2677 | |
---|
2678 | LightList::iterator destit = localLightList.begin(); |
---|
2679 | unsigned short numShadowTextureLights = 0; |
---|
2680 | for (; destit != localLightList.end() |
---|
2681 | && lightIndex < rendLightList.size(); |
---|
2682 | ++lightIndex, --lightsLeft) |
---|
2683 | { |
---|
2684 | // Check whether we need to filter this one out |
---|
2685 | if (pass->getRunOnlyForOneLightType() && |
---|
2686 | pass->getOnlyLightType() != rendLightList[lightIndex]->getType()) |
---|
2687 | { |
---|
2688 | // Skip |
---|
2689 | continue; |
---|
2690 | } |
---|
2691 | |
---|
2692 | *destit++ = rendLightList[lightIndex]; |
---|
2693 | // potentially need to update content_type shadow texunit |
---|
2694 | // corresponding to this light |
---|
2695 | if (isShadowTechniqueTextureBased() && lightIndex < mShadowTextures.size()) |
---|
2696 | { |
---|
2697 | // link the numShadowTextureLights'th shadow texture unit |
---|
2698 | unsigned short tuindex = |
---|
2699 | pass->_getTextureUnitWithContentTypeIndex( |
---|
2700 | TextureUnitState::CONTENT_SHADOW, numShadowTextureLights); |
---|
2701 | if (tuindex < pass->getNumTextureUnitStates()) |
---|
2702 | { |
---|
2703 | // I know, nasty const_cast |
---|
2704 | TextureUnitState* tu = |
---|
2705 | const_cast<TextureUnitState*>( |
---|
2706 | pass->getTextureUnitState(tuindex)); |
---|
2707 | const TexturePtr& shadowTex = mShadowTextures[lightIndex]; |
---|
2708 | tu->_setTexturePtr(shadowTex); |
---|
2709 | Camera *cam = shadowTex->getBuffer()->getRenderTarget()->getViewport(0)->getCamera(); |
---|
2710 | tu->setProjectiveTexturing(!pass->hasVertexProgram(), cam); |
---|
2711 | mAutoParamDataSource.setTextureProjector(cam, numShadowTextureLights); |
---|
2712 | ++numShadowTextureLights; |
---|
2713 | // Have to set TU on rendersystem right now, although |
---|
2714 | // autoparams will be set later |
---|
2715 | mDestRenderSystem->_setTextureUnitSettings(tuindex, *tu); |
---|
2716 | } |
---|
2717 | |
---|
2718 | } |
---|
2719 | |
---|
2720 | |
---|
2721 | |
---|
2722 | } |
---|
2723 | // Did we run out of lights before slots? e.g. 5 lights, 2 per iteration |
---|
2724 | if (destit != localLightList.end()) |
---|
2725 | { |
---|
2726 | localLightList.erase(destit, localLightList.end()); |
---|
2727 | lightsLeft = 0; |
---|
2728 | } |
---|
2729 | pLightListToUse = &localLightList; |
---|
2730 | } |
---|
2731 | else |
---|
2732 | { |
---|
2733 | // Use complete light list potentially adjusted by start light |
---|
2734 | if (pass->getStartLight() || pass->getMaxSimultaneousLights() != OGRE_MAX_SIMULTANEOUS_LIGHTS) |
---|
2735 | { |
---|
2736 | // out of lights? |
---|
2737 | if (pass->getStartLight() >= rendLightList.size()) |
---|
2738 | { |
---|
2739 | lightsLeft = 0; |
---|
2740 | break; |
---|
2741 | } |
---|
2742 | else |
---|
2743 | { |
---|
2744 | localLightList.clear(); |
---|
2745 | LightList::const_iterator copyStart = rendLightList.begin(); |
---|
2746 | std::advance(copyStart, pass->getStartLight()); |
---|
2747 | LightList::const_iterator copyEnd = copyStart; |
---|
2748 | // Clamp lights to copy to avoid overrunning the end of the list |
---|
2749 | size_t lightsToCopy = std::min( |
---|
2750 | static_cast<size_t>(pass->getMaxSimultaneousLights()), |
---|
2751 | rendLightList.size() - pass->getStartLight()); |
---|
2752 | std::advance(copyEnd, lightsToCopy); |
---|
2753 | localLightList.insert(localLightList.begin(), |
---|
2754 | copyStart, copyEnd); |
---|
2755 | pLightListToUse = &localLightList; |
---|
2756 | } |
---|
2757 | } |
---|
2758 | else |
---|
2759 | { |
---|
2760 | pLightListToUse = &rendLightList; |
---|
2761 | } |
---|
2762 | lightsLeft = 0; |
---|
2763 | } |
---|
2764 | |
---|
2765 | |
---|
2766 | // Do we need to update GPU program parameters? |
---|
2767 | if (pass->isProgrammable()) |
---|
2768 | { |
---|
2769 | // Update any automatic gpu params for lights |
---|
2770 | // Other bits of information will have to be looked up |
---|
2771 | mAutoParamDataSource.setCurrentLightList(pLightListToUse); |
---|
2772 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource); |
---|
2773 | // NOTE: We MUST bind parameters AFTER updating the autos |
---|
2774 | |
---|
2775 | if (pass->hasVertexProgram()) |
---|
2776 | { |
---|
2777 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, |
---|
2778 | pass->getVertexProgramParameters()); |
---|
2779 | } |
---|
2780 | if (pass->hasFragmentProgram()) |
---|
2781 | { |
---|
2782 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, |
---|
2783 | pass->getFragmentProgramParameters()); |
---|
2784 | } |
---|
2785 | } |
---|
2786 | // Do we need to update light states? |
---|
2787 | // Only do this if fixed-function vertex lighting applies |
---|
2788 | if (pass->getLightingEnabled() && passSurfaceAndLightParams) |
---|
2789 | { |
---|
2790 | mDestRenderSystem->_useLights(*pLightListToUse, pass->getMaxSimultaneousLights()); |
---|
2791 | } |
---|
2792 | // issue the render op |
---|
2793 | // nfz: check for gpu_multipass |
---|
2794 | mDestRenderSystem->setCurrentPassIterationCount(pass->getPassIterationCount()); |
---|
2795 | mDestRenderSystem->_render(ro); |
---|
2796 | } // possibly iterate per light |
---|
2797 | } |
---|
2798 | else // no automatic light processing |
---|
2799 | { |
---|
2800 | // Even if manually driving lights, check light type passes |
---|
2801 | bool skipBecauseOfLightType = false; |
---|
2802 | if (pass->getRunOnlyForOneLightType()) |
---|
2803 | { |
---|
2804 | if (!manualLightList || |
---|
2805 | (manualLightList->size() == 1 && |
---|
2806 | manualLightList->at(0)->getType() != pass->getOnlyLightType())) |
---|
2807 | { |
---|
2808 | skipBecauseOfLightType = true; |
---|
2809 | } |
---|
2810 | } |
---|
2811 | |
---|
2812 | if (!skipBecauseOfLightType) |
---|
2813 | { |
---|
2814 | // Do we need to update GPU program parameters? |
---|
2815 | if (pass->isProgrammable()) |
---|
2816 | { |
---|
2817 | // Do we have a manual light list? |
---|
2818 | if (manualLightList) |
---|
2819 | { |
---|
2820 | // Update any automatic gpu params for lights |
---|
2821 | mAutoParamDataSource.setCurrentLightList(manualLightList); |
---|
2822 | pass->_updateAutoParamsLightsOnly(mAutoParamDataSource); |
---|
2823 | } |
---|
2824 | |
---|
2825 | if (pass->hasVertexProgram()) |
---|
2826 | { |
---|
2827 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, |
---|
2828 | pass->getVertexProgramParameters()); |
---|
2829 | } |
---|
2830 | if (pass->hasFragmentProgram()) |
---|
2831 | { |
---|
2832 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, |
---|
2833 | pass->getFragmentProgramParameters()); |
---|
2834 | } |
---|
2835 | } |
---|
2836 | |
---|
2837 | // Use manual lights if present, and not using vertex programs that don't use fixed pipeline |
---|
2838 | if (manualLightList && |
---|
2839 | pass->getLightingEnabled() && passSurfaceAndLightParams) |
---|
2840 | { |
---|
2841 | mDestRenderSystem->_useLights(*manualLightList, pass->getMaxSimultaneousLights()); |
---|
2842 | } |
---|
2843 | // issue the render op |
---|
2844 | // nfz: set up multipass rendering |
---|
2845 | mDestRenderSystem->setCurrentPassIterationCount(pass->getPassIterationCount()); |
---|
2846 | mDestRenderSystem->_render(ro); |
---|
2847 | } // !skipBecauseOfLightType |
---|
2848 | } |
---|
2849 | |
---|
2850 | } |
---|
2851 | else // mSuppressRenderStateChanges |
---|
2852 | { |
---|
2853 | // Just render |
---|
2854 | mDestRenderSystem->setCurrentPassIterationCount(1); |
---|
2855 | mDestRenderSystem->_render(ro); |
---|
2856 | } |
---|
2857 | |
---|
2858 | // Reset view / projection changes if any |
---|
2859 | resetViewProjMode(); |
---|
2860 | |
---|
2861 | } |
---|
2862 | //----------------------------------------------------------------------- |
---|
2863 | void SceneManager::setAmbientLight(const ColourValue& colour) |
---|
2864 | { |
---|
2865 | mAmbientLight = colour; |
---|
2866 | } |
---|
2867 | //----------------------------------------------------------------------- |
---|
2868 | const ColourValue& SceneManager::getAmbientLight(void) const |
---|
2869 | { |
---|
2870 | return mAmbientLight; |
---|
2871 | } |
---|
2872 | //----------------------------------------------------------------------- |
---|
2873 | ViewPoint SceneManager::getSuggestedViewpoint(bool random) |
---|
2874 | { |
---|
2875 | // By default return the origin |
---|
2876 | ViewPoint vp; |
---|
2877 | vp.position = Vector3::ZERO; |
---|
2878 | vp.orientation = Quaternion::IDENTITY; |
---|
2879 | return vp; |
---|
2880 | } |
---|
2881 | //----------------------------------------------------------------------- |
---|
2882 | void SceneManager::setFog(FogMode mode, const ColourValue& colour, Real density, Real start, Real end) |
---|
2883 | { |
---|
2884 | mFogMode = mode; |
---|
2885 | mFogColour = colour; |
---|
2886 | mFogStart = start; |
---|
2887 | mFogEnd = end; |
---|
2888 | mFogDensity = density; |
---|
2889 | } |
---|
2890 | //----------------------------------------------------------------------- |
---|
2891 | FogMode SceneManager::getFogMode(void) const |
---|
2892 | { |
---|
2893 | return mFogMode; |
---|
2894 | } |
---|
2895 | //----------------------------------------------------------------------- |
---|
2896 | const ColourValue& SceneManager::getFogColour(void) const |
---|
2897 | { |
---|
2898 | return mFogColour; |
---|
2899 | } |
---|
2900 | //----------------------------------------------------------------------- |
---|
2901 | Real SceneManager::getFogStart(void) const |
---|
2902 | { |
---|
2903 | return mFogStart; |
---|
2904 | } |
---|
2905 | //----------------------------------------------------------------------- |
---|
2906 | Real SceneManager::getFogEnd(void) const |
---|
2907 | { |
---|
2908 | return mFogEnd; |
---|
2909 | } |
---|
2910 | //----------------------------------------------------------------------- |
---|
2911 | Real SceneManager::getFogDensity(void) const |
---|
2912 | { |
---|
2913 | return mFogDensity; |
---|
2914 | } |
---|
2915 | //----------------------------------------------------------------------- |
---|
2916 | BillboardSet* SceneManager::createBillboardSet(const String& name, unsigned int poolSize) |
---|
2917 | { |
---|
2918 | NameValuePairList params; |
---|
2919 | params["poolSize"] = StringConverter::toString(poolSize); |
---|
2920 | return static_cast<BillboardSet*>( |
---|
2921 | createMovableObject(name, BillboardSetFactory::FACTORY_TYPE_NAME, ¶ms)); |
---|
2922 | } |
---|
2923 | //----------------------------------------------------------------------- |
---|
2924 | BillboardSet* SceneManager::getBillboardSet(const String& name) const |
---|
2925 | { |
---|
2926 | return static_cast<BillboardSet*>( |
---|
2927 | getMovableObject(name, BillboardSetFactory::FACTORY_TYPE_NAME)); |
---|
2928 | } |
---|
2929 | //----------------------------------------------------------------------- |
---|
2930 | bool SceneManager::hasBillboardSet(const String& name) const |
---|
2931 | { |
---|
2932 | return hasMovableObject(name, BillboardSetFactory::FACTORY_TYPE_NAME); |
---|
2933 | } |
---|
2934 | |
---|
2935 | //----------------------------------------------------------------------- |
---|
2936 | void SceneManager::destroyBillboardSet(BillboardSet* set) |
---|
2937 | { |
---|
2938 | destroyMovableObject(set); |
---|
2939 | } |
---|
2940 | //----------------------------------------------------------------------- |
---|
2941 | void SceneManager::destroyBillboardSet(const String& name) |
---|
2942 | { |
---|
2943 | destroyMovableObject(name, BillboardSetFactory::FACTORY_TYPE_NAME); |
---|
2944 | } |
---|
2945 | //----------------------------------------------------------------------- |
---|
2946 | void SceneManager::setDisplaySceneNodes(bool display) |
---|
2947 | { |
---|
2948 | mDisplayNodes = display; |
---|
2949 | } |
---|
2950 | //----------------------------------------------------------------------- |
---|
2951 | Animation* SceneManager::createAnimation(const String& name, Real length) |
---|
2952 | { |
---|
2953 | OGRE_LOCK_MUTEX(mAnimationsListMutex) |
---|
2954 | |
---|
2955 | // Check name not used |
---|
2956 | if (mAnimationsList.find(name) != mAnimationsList.end()) |
---|
2957 | { |
---|
2958 | OGRE_EXCEPT( |
---|
2959 | Exception::ERR_DUPLICATE_ITEM, |
---|
2960 | "An animation with the name " + name + " already exists", |
---|
2961 | "SceneManager::createAnimation" ); |
---|
2962 | } |
---|
2963 | |
---|
2964 | Animation* pAnim = new Animation(name, length); |
---|
2965 | mAnimationsList[name] = pAnim; |
---|
2966 | return pAnim; |
---|
2967 | } |
---|
2968 | //----------------------------------------------------------------------- |
---|
2969 | Animation* SceneManager::getAnimation(const String& name) const |
---|
2970 | { |
---|
2971 | OGRE_LOCK_MUTEX(mAnimationsListMutex) |
---|
2972 | |
---|
2973 | AnimationList::const_iterator i = mAnimationsList.find(name); |
---|
2974 | if (i == mAnimationsList.end()) |
---|
2975 | { |
---|
2976 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
2977 | "Cannot find animation with name " + name, |
---|
2978 | "SceneManager::getAnimation"); |
---|
2979 | } |
---|
2980 | return i->second; |
---|
2981 | } |
---|
2982 | //----------------------------------------------------------------------- |
---|
2983 | bool SceneManager::hasAnimation(const String& name) const |
---|
2984 | { |
---|
2985 | OGRE_LOCK_MUTEX(mAnimationsListMutex) |
---|
2986 | return (mAnimationsList.find(name) != mAnimationsList.end()); |
---|
2987 | } |
---|
2988 | //----------------------------------------------------------------------- |
---|
2989 | void SceneManager::destroyAnimation(const String& name) |
---|
2990 | { |
---|
2991 | OGRE_LOCK_MUTEX(mAnimationsListMutex) |
---|
2992 | |
---|
2993 | // Also destroy any animation states referencing this animation |
---|
2994 | mAnimationStates.removeAnimationState(name); |
---|
2995 | |
---|
2996 | AnimationList::iterator i = mAnimationsList.find(name); |
---|
2997 | if (i == mAnimationsList.end()) |
---|
2998 | { |
---|
2999 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
3000 | "Cannot find animation with name " + name, |
---|
3001 | "SceneManager::getAnimation"); |
---|
3002 | } |
---|
3003 | |
---|
3004 | // Free memory |
---|
3005 | delete i->second; |
---|
3006 | |
---|
3007 | mAnimationsList.erase(i); |
---|
3008 | |
---|
3009 | } |
---|
3010 | //----------------------------------------------------------------------- |
---|
3011 | void SceneManager::destroyAllAnimations(void) |
---|
3012 | { |
---|
3013 | OGRE_LOCK_MUTEX(mAnimationsListMutex) |
---|
3014 | // Destroy all states too, since they cannot reference destroyed animations |
---|
3015 | destroyAllAnimationStates(); |
---|
3016 | |
---|
3017 | AnimationList::iterator i; |
---|
3018 | for (i = mAnimationsList.begin(); i != mAnimationsList.end(); ++i) |
---|
3019 | { |
---|
3020 | // destroy |
---|
3021 | delete i->second; |
---|
3022 | } |
---|
3023 | mAnimationsList.clear(); |
---|
3024 | } |
---|
3025 | //----------------------------------------------------------------------- |
---|
3026 | AnimationState* SceneManager::createAnimationState(const String& animName) |
---|
3027 | { |
---|
3028 | // Get animation, this will throw an exception if not found |
---|
3029 | Animation* anim = getAnimation(animName); |
---|
3030 | |
---|
3031 | // Create new state |
---|
3032 | return mAnimationStates.createAnimationState(animName, 0, anim->getLength()); |
---|
3033 | |
---|
3034 | } |
---|
3035 | //----------------------------------------------------------------------- |
---|
3036 | AnimationState* SceneManager::getAnimationState(const String& animName) const |
---|
3037 | { |
---|
3038 | return mAnimationStates.getAnimationState(animName); |
---|
3039 | |
---|
3040 | } |
---|
3041 | //----------------------------------------------------------------------- |
---|
3042 | bool SceneManager::hasAnimationState(const String& name) const |
---|
3043 | { |
---|
3044 | return mAnimationStates.hasAnimationState(name); |
---|
3045 | } |
---|
3046 | //----------------------------------------------------------------------- |
---|
3047 | void SceneManager::destroyAnimationState(const String& name) |
---|
3048 | { |
---|
3049 | mAnimationStates.removeAnimationState(name); |
---|
3050 | } |
---|
3051 | //----------------------------------------------------------------------- |
---|
3052 | void SceneManager::destroyAllAnimationStates(void) |
---|
3053 | { |
---|
3054 | mAnimationStates.removeAllAnimationStates(); |
---|
3055 | } |
---|
3056 | //----------------------------------------------------------------------- |
---|
3057 | void SceneManager::_applySceneAnimations(void) |
---|
3058 | { |
---|
3059 | // manual lock over states (extended duration required) |
---|
3060 | OGRE_LOCK_MUTEX(mAnimationStates.OGRE_AUTO_MUTEX_NAME) |
---|
3061 | |
---|
3062 | ConstEnabledAnimationStateIterator stateIt = mAnimationStates.getEnabledAnimationStateIterator(); |
---|
3063 | |
---|
3064 | while (stateIt.hasMoreElements()) |
---|
3065 | { |
---|
3066 | const AnimationState* state = stateIt.getNext(); |
---|
3067 | Animation* anim = getAnimation(state->getAnimationName()); |
---|
3068 | |
---|
3069 | // Reset any nodes involved |
---|
3070 | // NB this excludes blended animations |
---|
3071 | Animation::NodeTrackIterator nodeTrackIt = anim->getNodeTrackIterator(); |
---|
3072 | while(nodeTrackIt.hasMoreElements()) |
---|
3073 | { |
---|
3074 | Node* nd = nodeTrackIt.getNext()->getAssociatedNode(); |
---|
3075 | if (nd) |
---|
3076 | nd->resetToInitialState(); |
---|
3077 | } |
---|
3078 | |
---|
3079 | Animation::NumericTrackIterator numTrackIt = anim->getNumericTrackIterator(); |
---|
3080 | while(numTrackIt.hasMoreElements()) |
---|
3081 | { |
---|
3082 | const AnimableValuePtr& anim = numTrackIt.getNext()->getAssociatedAnimable(); |
---|
3083 | if (!anim.isNull()) |
---|
3084 | anim->resetToBaseValue(); |
---|
3085 | } |
---|
3086 | |
---|
3087 | // Apply the animation |
---|
3088 | anim->apply(state->getTimePosition(), state->getWeight()); |
---|
3089 | } |
---|
3090 | |
---|
3091 | |
---|
3092 | } |
---|
3093 | //--------------------------------------------------------------------- |
---|
3094 | void SceneManager::manualRender(RenderOperation* rend, |
---|
3095 | Pass* pass, Viewport* vp, const Matrix4& worldMatrix, |
---|
3096 | const Matrix4& viewMatrix, const Matrix4& projMatrix, |
---|
3097 | bool doBeginEndFrame) |
---|
3098 | { |
---|
3099 | mDestRenderSystem->_setViewport(vp); |
---|
3100 | mDestRenderSystem->_setWorldMatrix(worldMatrix); |
---|
3101 | mDestRenderSystem->_setViewMatrix(viewMatrix); |
---|
3102 | mDestRenderSystem->_setProjectionMatrix(projMatrix); |
---|
3103 | |
---|
3104 | if (doBeginEndFrame) |
---|
3105 | mDestRenderSystem->_beginFrame(); |
---|
3106 | |
---|
3107 | _setPass(pass); |
---|
3108 | // Do we need to update GPU program parameters? |
---|
3109 | if (pass->isProgrammable()) |
---|
3110 | { |
---|
3111 | mAutoParamDataSource.setCurrentViewport(vp); |
---|
3112 | mAutoParamDataSource.setCurrentRenderTarget(vp->getTarget()); |
---|
3113 | mAutoParamDataSource.setCurrentSceneManager(this); |
---|
3114 | mAutoParamDataSource.setWorldMatrices(&worldMatrix, 1); |
---|
3115 | Camera dummyCam(StringUtil::BLANK, 0); |
---|
3116 | dummyCam.setCustomViewMatrix(true, viewMatrix); |
---|
3117 | dummyCam.setCustomProjectionMatrix(true, projMatrix); |
---|
3118 | pass->_updateAutoParamsNoLights(mAutoParamDataSource); |
---|
3119 | // NOTE: We MUST bind parameters AFTER updating the autos |
---|
3120 | if (pass->hasVertexProgram()) |
---|
3121 | { |
---|
3122 | mDestRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, |
---|
3123 | pass->getVertexProgramParameters()); |
---|
3124 | } |
---|
3125 | if (pass->hasFragmentProgram()) |
---|
3126 | { |
---|
3127 | mDestRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, |
---|
3128 | pass->getFragmentProgramParameters()); |
---|
3129 | } |
---|
3130 | } |
---|
3131 | mDestRenderSystem->_render(*rend); |
---|
3132 | |
---|
3133 | if (doBeginEndFrame) |
---|
3134 | mDestRenderSystem->_endFrame(); |
---|
3135 | |
---|
3136 | } |
---|
3137 | //--------------------------------------------------------------------- |
---|
3138 | void SceneManager::useRenderableViewProjMode(const Renderable* pRend) |
---|
3139 | { |
---|
3140 | // Check view matrix |
---|
3141 | bool useIdentityView = pRend->getUseIdentityView(); |
---|
3142 | if (useIdentityView) |
---|
3143 | { |
---|
3144 | // Using identity view now, change it |
---|
3145 | mDestRenderSystem->_setViewMatrix(Matrix4::IDENTITY); |
---|
3146 | mResetIdentityView = true; |
---|
3147 | } |
---|
3148 | |
---|
3149 | bool useIdentityProj = pRend->getUseIdentityProjection(); |
---|
3150 | if (useIdentityProj) |
---|
3151 | { |
---|
3152 | // Use identity projection matrix, still need to take RS depth into account. |
---|
3153 | Matrix4 mat; |
---|
3154 | mDestRenderSystem->_convertProjectionMatrix(Matrix4::IDENTITY, mat); |
---|
3155 | mDestRenderSystem->_setProjectionMatrix(mat); |
---|
3156 | |
---|
3157 | mResetIdentityProj = true; |
---|
3158 | } |
---|
3159 | |
---|
3160 | |
---|
3161 | } |
---|
3162 | //--------------------------------------------------------------------- |
---|
3163 | void SceneManager::resetViewProjMode(void) |
---|
3164 | { |
---|
3165 | if (mResetIdentityView) |
---|
3166 | { |
---|
3167 | // Coming back to normal from identity view |
---|
3168 | mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix(true)); |
---|
3169 | mResetIdentityView = false; |
---|
3170 | } |
---|
3171 | |
---|
3172 | if (mResetIdentityProj) |
---|
3173 | { |
---|
3174 | // Coming back from flat projection |
---|
3175 | mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrixRS()); |
---|
3176 | mResetIdentityProj = false; |
---|
3177 | } |
---|
3178 | |
---|
3179 | |
---|
3180 | } |
---|
3181 | //--------------------------------------------------------------------- |
---|
3182 | void SceneManager::_queueSkiesForRendering(Camera* cam) |
---|
3183 | { |
---|
3184 | // Update nodes |
---|
3185 | // Translate the box by the camera position (constant distance) |
---|
3186 | if (mSkyPlaneNode) |
---|
3187 | { |
---|
3188 | // The plane position relative to the camera has already been set up |
---|
3189 | mSkyPlaneNode->setPosition(cam->getDerivedPosition()); |
---|
3190 | } |
---|
3191 | |
---|
3192 | if (mSkyBoxNode) |
---|
3193 | { |
---|
3194 | mSkyBoxNode->setPosition(cam->getDerivedPosition()); |
---|
3195 | } |
---|
3196 | |
---|
3197 | if (mSkyDomeNode) |
---|
3198 | { |
---|
3199 | mSkyDomeNode->setPosition(cam->getDerivedPosition()); |
---|
3200 | } |
---|
3201 | |
---|
3202 | uint8 qid; |
---|
3203 | if (mSkyPlaneEnabled) |
---|
3204 | { |
---|
3205 | qid = mSkyPlaneDrawFirst? |
---|
3206 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE; |
---|
3207 | getRenderQueue()->addRenderable(mSkyPlaneEntity->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY); |
---|
3208 | } |
---|
3209 | |
---|
3210 | uint plane; |
---|
3211 | if (mSkyBoxEnabled) |
---|
3212 | { |
---|
3213 | qid = mSkyBoxDrawFirst? |
---|
3214 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE; |
---|
3215 | |
---|
3216 | for (plane = 0; plane < 6; ++plane) |
---|
3217 | { |
---|
3218 | getRenderQueue()->addRenderable( |
---|
3219 | mSkyBoxEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY); |
---|
3220 | } |
---|
3221 | } |
---|
3222 | |
---|
3223 | if (mSkyDomeEnabled) |
---|
3224 | { |
---|
3225 | qid = mSkyDomeDrawFirst? |
---|
3226 | RENDER_QUEUE_SKIES_EARLY : RENDER_QUEUE_SKIES_LATE; |
---|
3227 | |
---|
3228 | for (plane = 0; plane < 5; ++plane) |
---|
3229 | { |
---|
3230 | getRenderQueue()->addRenderable( |
---|
3231 | mSkyDomeEntity[plane]->getSubEntity(0), qid, OGRE_RENDERABLE_DEFAULT_PRIORITY); |
---|
3232 | } |
---|
3233 | } |
---|
3234 | } |
---|
3235 | //--------------------------------------------------------------------- |
---|
3236 | void SceneManager::addRenderQueueListener(RenderQueueListener* newListener) |
---|
3237 | { |
---|
3238 | mRenderQueueListeners.push_back(newListener); |
---|
3239 | } |
---|
3240 | //--------------------------------------------------------------------- |
---|
3241 | void SceneManager::removeRenderQueueListener(RenderQueueListener* delListener) |
---|
3242 | { |
---|
3243 | RenderQueueListenerList::iterator i, iend; |
---|
3244 | iend = mRenderQueueListeners.end(); |
---|
3245 | for (i = mRenderQueueListeners.begin(); i != iend; ++i) |
---|
3246 | { |
---|
3247 | if (*i == delListener) |
---|
3248 | { |
---|
3249 | mRenderQueueListeners.erase(i); |
---|
3250 | break; |
---|
3251 | } |
---|
3252 | } |
---|
3253 | |
---|
3254 | } |
---|
3255 | //--------------------------------------------------------------------- |
---|
3256 | void SceneManager::addShadowListener(ShadowListener* newListener) |
---|
3257 | { |
---|
3258 | mShadowListeners.push_back(newListener); |
---|
3259 | } |
---|
3260 | //--------------------------------------------------------------------- |
---|
3261 | void SceneManager::removeShadowListener(ShadowListener* delListener) |
---|
3262 | { |
---|
3263 | ShadowListenerList::iterator i, iend; |
---|
3264 | iend = mShadowListeners.end(); |
---|
3265 | for (i = mShadowListeners.begin(); i != iend; ++i) |
---|
3266 | { |
---|
3267 | if (*i == delListener) |
---|
3268 | { |
---|
3269 | mShadowListeners.erase(i); |
---|
3270 | break; |
---|
3271 | } |
---|
3272 | } |
---|
3273 | |
---|
3274 | } |
---|
3275 | //--------------------------------------------------------------------- |
---|
3276 | bool SceneManager::fireRenderQueueStarted(uint8 id, const String& invocation) |
---|
3277 | { |
---|
3278 | RenderQueueListenerList::iterator i, iend; |
---|
3279 | bool skip = false; |
---|
3280 | |
---|
3281 | iend = mRenderQueueListeners.end(); |
---|
3282 | for (i = mRenderQueueListeners.begin(); i != iend; ++i) |
---|
3283 | { |
---|
3284 | (*i)->renderQueueStarted(id, invocation, skip); |
---|
3285 | } |
---|
3286 | return skip; |
---|
3287 | } |
---|
3288 | //--------------------------------------------------------------------- |
---|
3289 | bool SceneManager::fireRenderQueueEnded(uint8 id, const String& invocation) |
---|
3290 | { |
---|
3291 | RenderQueueListenerList::iterator i, iend; |
---|
3292 | bool repeat = false; |
---|
3293 | |
---|
3294 | iend = mRenderQueueListeners.end(); |
---|
3295 | for (i = mRenderQueueListeners.begin(); i != iend; ++i) |
---|
3296 | { |
---|
3297 | (*i)->renderQueueEnded(id, invocation, repeat); |
---|
3298 | } |
---|
3299 | return repeat; |
---|
3300 | } |
---|
3301 | //--------------------------------------------------------------------- |
---|
3302 | void SceneManager::fireShadowTexturesUpdated(size_t numberOfShadowTextures) |
---|
3303 | { |
---|
3304 | ShadowListenerList::iterator i, iend; |
---|
3305 | |
---|
3306 | iend = mShadowListeners.end(); |
---|
3307 | for (i = mShadowListeners.begin(); i != iend; ++i) |
---|
3308 | { |
---|
3309 | (*i)->shadowTexturesUpdated(numberOfShadowTextures); |
---|
3310 | } |
---|
3311 | } |
---|
3312 | //--------------------------------------------------------------------- |
---|
3313 | void SceneManager::fireShadowTexturesPreCaster(Light* light, Camera* camera) |
---|
3314 | { |
---|
3315 | ShadowListenerList::iterator i, iend; |
---|
3316 | |
---|
3317 | iend = mShadowListeners.end(); |
---|
3318 | for (i = mShadowListeners.begin(); i != iend; ++i) |
---|
3319 | { |
---|
3320 | (*i)->shadowTextureCasterPreViewProj(light, camera); |
---|
3321 | } |
---|
3322 | } |
---|
3323 | //--------------------------------------------------------------------- |
---|
3324 | void SceneManager::fireShadowTexturesPreReceiver(Light* light, Frustum* f) |
---|
3325 | { |
---|
3326 | ShadowListenerList::iterator i, iend; |
---|
3327 | |
---|
3328 | iend = mShadowListeners.end(); |
---|
3329 | for (i = mShadowListeners.begin(); i != iend; ++i) |
---|
3330 | { |
---|
3331 | (*i)->shadowTextureReceiverPreViewProj(light, f); |
---|
3332 | } |
---|
3333 | } |
---|
3334 | //--------------------------------------------------------------------- |
---|
3335 | void SceneManager::setViewport(Viewport* vp) |
---|
3336 | { |
---|
3337 | mCurrentViewport = vp; |
---|
3338 | // Set viewport in render system |
---|
3339 | mDestRenderSystem->_setViewport(vp); |
---|
3340 | // Set the active material scheme for this viewport |
---|
3341 | MaterialManager::getSingleton().setActiveScheme(vp->getMaterialScheme()); |
---|
3342 | } |
---|
3343 | //--------------------------------------------------------------------- |
---|
3344 | void SceneManager::showBoundingBoxes(bool bShow) |
---|
3345 | { |
---|
3346 | mShowBoundingBoxes = bShow; |
---|
3347 | } |
---|
3348 | //--------------------------------------------------------------------- |
---|
3349 | bool SceneManager::getShowBoundingBoxes() const |
---|
3350 | { |
---|
3351 | return mShowBoundingBoxes; |
---|
3352 | } |
---|
3353 | //--------------------------------------------------------------------- |
---|
3354 | void SceneManager::_notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack) |
---|
3355 | { |
---|
3356 | if (autoTrack) |
---|
3357 | { |
---|
3358 | mAutoTrackingSceneNodes.insert(node); |
---|
3359 | } |
---|
3360 | else |
---|
3361 | { |
---|
3362 | mAutoTrackingSceneNodes.erase(node); |
---|
3363 | } |
---|
3364 | } |
---|
3365 | //--------------------------------------------------------------------- |
---|
3366 | void SceneManager::setShadowTechnique(ShadowTechnique technique) |
---|
3367 | { |
---|
3368 | mShadowTechnique = technique; |
---|
3369 | if (isShadowTechniqueStencilBased()) |
---|
3370 | { |
---|
3371 | // Firstly check that we have a stencil |
---|
3372 | // Otherwise forget it |
---|
3373 | if (!mDestRenderSystem->getCapabilities()->hasCapability(RSC_HWSTENCIL)) |
---|
3374 | { |
---|
3375 | LogManager::getSingleton().logMessage( |
---|
3376 | "WARNING: Stencil shadows were requested, but this device does not " |
---|
3377 | "have a hardware stencil. Shadows disabled."); |
---|
3378 | mShadowTechnique = SHADOWTYPE_NONE; |
---|
3379 | } |
---|
3380 | else if (mShadowIndexBuffer.isNull()) |
---|
3381 | { |
---|
3382 | // Create an estimated sized shadow index buffer |
---|
3383 | mShadowIndexBuffer = HardwareBufferManager::getSingleton(). |
---|
3384 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT, |
---|
3385 | mShadowIndexBufferSize, |
---|
3386 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE, |
---|
3387 | false); |
---|
3388 | // tell all meshes to prepare shadow volumes |
---|
3389 | MeshManager::getSingleton().setPrepareAllMeshesForShadowVolumes(true); |
---|
3390 | } |
---|
3391 | } |
---|
3392 | |
---|
3393 | if (!isShadowTechniqueTextureBased()) |
---|
3394 | { |
---|
3395 | // Destroy shadow textures to optimise resource usage |
---|
3396 | destroyShadowTextures(); |
---|
3397 | } |
---|
3398 | else |
---|
3399 | { |
---|
3400 | // assure no custom shadow matrix is used accidentally in case we switch |
---|
3401 | // from a custom shadow mapping type to a non-custom (uniform shadow mapping) |
---|
3402 | for ( size_t i = 0; i < mShadowTextureCameras.size(); ++i ) |
---|
3403 | { |
---|
3404 | Camera* texCam = mShadowTextureCameras[i]; |
---|
3405 | |
---|
3406 | texCam->setCustomViewMatrix(false); |
---|
3407 | texCam->setCustomProjectionMatrix(false); |
---|
3408 | } |
---|
3409 | } |
---|
3410 | |
---|
3411 | } |
---|
3412 | //--------------------------------------------------------------------- |
---|
3413 | void SceneManager::_suppressShadows(bool suppress) |
---|
3414 | { |
---|
3415 | mSuppressShadows = suppress; |
---|
3416 | } |
---|
3417 | //--------------------------------------------------------------------- |
---|
3418 | void SceneManager::_suppressRenderStateChanges(bool suppress) |
---|
3419 | { |
---|
3420 | mSuppressRenderStateChanges = suppress; |
---|
3421 | } |
---|
3422 | //--------------------------------------------------------------------- |
---|
3423 | void SceneManager::updateRenderQueueSplitOptions(void) |
---|
3424 | { |
---|
3425 | if (isShadowTechniqueStencilBased()) |
---|
3426 | { |
---|
3427 | // Casters can always be receivers |
---|
3428 | getRenderQueue()->setShadowCastersCannotBeReceivers(false); |
---|
3429 | } |
---|
3430 | else // texture based |
---|
3431 | { |
---|
3432 | getRenderQueue()->setShadowCastersCannotBeReceivers(!mShadowTextureSelfShadow); |
---|
3433 | } |
---|
3434 | |
---|
3435 | if (isShadowTechniqueAdditive() && !isShadowTechniqueIntegrated() |
---|
3436 | && mCurrentViewport->getShadowsEnabled()) |
---|
3437 | { |
---|
3438 | // Additive lighting, we need to split everything by illumination stage |
---|
3439 | getRenderQueue()->setSplitPassesByLightingType(true); |
---|
3440 | } |
---|
3441 | else |
---|
3442 | { |
---|
3443 | getRenderQueue()->setSplitPassesByLightingType(false); |
---|
3444 | } |
---|
3445 | |
---|
3446 | if (isShadowTechniqueInUse() && mCurrentViewport->getShadowsEnabled() |
---|
3447 | && !isShadowTechniqueIntegrated()) |
---|
3448 | { |
---|
3449 | // Tell render queue to split off non-shadowable materials |
---|
3450 | getRenderQueue()->setSplitNoShadowPasses(true); |
---|
3451 | } |
---|
3452 | else |
---|
3453 | { |
---|
3454 | getRenderQueue()->setSplitNoShadowPasses(false); |
---|
3455 | } |
---|
3456 | |
---|
3457 | |
---|
3458 | } |
---|
3459 | //--------------------------------------------------------------------- |
---|
3460 | void SceneManager::updateRenderQueueGroupSplitOptions(RenderQueueGroup* group, |
---|
3461 | bool suppressShadows, bool suppressRenderState) |
---|
3462 | { |
---|
3463 | if (isShadowTechniqueStencilBased()) |
---|
3464 | { |
---|
3465 | // Casters can always be receivers |
---|
3466 | group->setShadowCastersCannotBeReceivers(false); |
---|
3467 | } |
---|
3468 | else if (isShadowTechniqueTextureBased()) |
---|
3469 | { |
---|
3470 | group->setShadowCastersCannotBeReceivers(!mShadowTextureSelfShadow); |
---|
3471 | } |
---|
3472 | |
---|
3473 | if (!suppressShadows && mCurrentViewport->getShadowsEnabled() && |
---|
3474 | isShadowTechniqueAdditive() && !isShadowTechniqueIntegrated()) |
---|
3475 | { |
---|
3476 | // Additive lighting, we need to split everything by illumination stage |
---|
3477 | group->setSplitPassesByLightingType(true); |
---|
3478 | } |
---|
3479 | else |
---|
3480 | { |
---|
3481 | group->setSplitPassesByLightingType(false); |
---|
3482 | } |
---|
3483 | |
---|
3484 | if (!suppressShadows && mCurrentViewport->getShadowsEnabled() |
---|
3485 | && isShadowTechniqueInUse()) |
---|
3486 | { |
---|
3487 | // Tell render queue to split off non-shadowable materials |
---|
3488 | group->setSplitNoShadowPasses(true); |
---|
3489 | } |
---|
3490 | else |
---|
3491 | { |
---|
3492 | group->setSplitNoShadowPasses(false); |
---|
3493 | } |
---|
3494 | |
---|
3495 | |
---|
3496 | } |
---|
3497 | //----------------------------------------------------------------------- |
---|
3498 | void SceneManager::_notifyLightsDirty(void) |
---|
3499 | { |
---|
3500 | ++mLightsDirtyCounter; |
---|
3501 | } |
---|
3502 | //--------------------------------------------------------------------- |
---|
3503 | bool SceneManager::lightsForShadowTextureLess::operator ()( |
---|
3504 | const Ogre::Light *l1, const Ogre::Light *l2) const |
---|
3505 | { |
---|
3506 | if (l1 == l2) |
---|
3507 | return false; |
---|
3508 | |
---|
3509 | // sort shadow casting lights ahead of non-shadow casting |
---|
3510 | if (l1->getCastShadows() != l2->getCastShadows()) |
---|
3511 | { |
---|
3512 | return l1->getCastShadows(); |
---|
3513 | } |
---|
3514 | |
---|
3515 | // otherwise sort by distance (directional lights will have 0 here) |
---|
3516 | return l1->tempSquareDist < l2->tempSquareDist; |
---|
3517 | |
---|
3518 | } |
---|
3519 | //--------------------------------------------------------------------- |
---|
3520 | void SceneManager::findLightsAffectingFrustum(const Camera* camera) |
---|
3521 | { |
---|
3522 | // Basic iteration for this SM |
---|
3523 | |
---|
3524 | MovableObjectCollection* lights = |
---|
3525 | getMovableObjectCollection(LightFactory::FACTORY_TYPE_NAME); |
---|
3526 | |
---|
3527 | |
---|
3528 | { |
---|
3529 | OGRE_LOCK_MUTEX(lights->mutex) |
---|
3530 | |
---|
3531 | // Pre-allocate memory |
---|
3532 | mTestLightInfos.clear(); |
---|
3533 | mTestLightInfos.reserve(lights->map.size()); |
---|
3534 | |
---|
3535 | MovableObjectIterator it(lights->map.begin(), lights->map.end()); |
---|
3536 | |
---|
3537 | while(it.hasMoreElements()) |
---|
3538 | { |
---|
3539 | Light* l = static_cast<Light*>(it.getNext()); |
---|
3540 | if (l->isVisible()) |
---|
3541 | { |
---|
3542 | LightInfo lightInfo; |
---|
3543 | lightInfo.light = l; |
---|
3544 | lightInfo.type = l->getType(); |
---|
3545 | if (lightInfo.type == Light::LT_DIRECTIONAL) |
---|
3546 | { |
---|
3547 | // Always visible |
---|
3548 | lightInfo.position = Vector3::ZERO; |
---|
3549 | lightInfo.range = 0; |
---|
3550 | mTestLightInfos.push_back(lightInfo); |
---|
3551 | } |
---|
3552 | else |
---|
3553 | { |
---|
3554 | // NB treating spotlight as point for simplicity |
---|
3555 | // Just see if the lights attenuation range is within the frustum |
---|
3556 | lightInfo.range = l->getAttenuationRange(); |
---|
3557 | lightInfo.position = l->getDerivedPosition(); |
---|
3558 | Sphere sphere(lightInfo.position, lightInfo.range); |
---|
3559 | if (camera->isVisible(sphere)) |
---|
3560 | { |
---|
3561 | mTestLightInfos.push_back(lightInfo); |
---|
3562 | } |
---|
3563 | } |
---|
3564 | } |
---|
3565 | } |
---|
3566 | } // release lock on lights collection |
---|
3567 | |
---|
3568 | // Update lights affecting frustum if changed |
---|
3569 | if (mCachedLightInfos != mTestLightInfos) |
---|
3570 | { |
---|
3571 | mLightsAffectingFrustum.resize(mTestLightInfos.size()); |
---|
3572 | LightInfoList::const_iterator i; |
---|
3573 | LightList::iterator j = mLightsAffectingFrustum.begin(); |
---|
3574 | for (i = mTestLightInfos.begin(); i != mTestLightInfos.end(); ++i, ++j) |
---|
3575 | { |
---|
3576 | *j = i->light; |
---|
3577 | // add cam distance for sorting if texture shadows |
---|
3578 | if (isShadowTechniqueTextureBased()) |
---|
3579 | { |
---|
3580 | (*j)->tempSquareDist = |
---|
3581 | (camera->getDerivedPosition() - (*j)->getDerivedPosition()).squaredLength(); |
---|
3582 | } |
---|
3583 | } |
---|
3584 | |
---|
3585 | // Sort the lights if using texture shadows, since the first 'n' will be |
---|
3586 | // used to generate shadow textures and we should pick the most appropriate |
---|
3587 | if (isShadowTechniqueTextureBased()) |
---|
3588 | { |
---|
3589 | // Allow a ShadowListener to override light sorting |
---|
3590 | // Reverse iterate so last takes precedence |
---|
3591 | bool overridden = false; |
---|
3592 | for (ShadowListenerList::reverse_iterator ri = mShadowListeners.rbegin(); |
---|
3593 | ri != mShadowListeners.rend(); ++ri) |
---|
3594 | { |
---|
3595 | overridden = (*ri)->sortLightsAffectingFrustum(mLightsAffectingFrustum); |
---|
3596 | if (overridden) |
---|
3597 | break; |
---|
3598 | } |
---|
3599 | if (!overridden) |
---|
3600 | { |
---|
3601 | // default sort (stable to preserve directional light ordering |
---|
3602 | std::stable_sort( |
---|
3603 | mLightsAffectingFrustum.begin(), mLightsAffectingFrustum.end(), |
---|
3604 | lightsForShadowTextureLess()); |
---|
3605 | } |
---|
3606 | |
---|
3607 | } |
---|
3608 | |
---|
3609 | // Use swap instead of copy operator for efficiently |
---|
3610 | mCachedLightInfos.swap(mTestLightInfos); |
---|
3611 | |
---|
3612 | // notify light dirty, so all movable objects will re-populate |
---|
3613 | // their light list next time |
---|
3614 | _notifyLightsDirty(); |
---|
3615 | } |
---|
3616 | |
---|
3617 | } |
---|
3618 | //--------------------------------------------------------------------- |
---|
3619 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult( |
---|
3620 | MovableObject* object) |
---|
3621 | { |
---|
3622 | if (object->getCastShadows() && object->isVisible() && |
---|
3623 | mSceneMgr->isRenderQueueToBeProcessed(object->getRenderQueueGroup()) && |
---|
3624 | // objects need an edge list to cast shadows (shadow volumes only) |
---|
3625 | ((mSceneMgr->getShadowTechnique() & SHADOWDETAILTYPE_TEXTURE) || |
---|
3626 | (mSceneMgr->getShadowTechnique() & SHADOWDETAILTYPE_STENCIL) && object->hasEdgeList() |
---|
3627 | ) |
---|
3628 | ) |
---|
3629 | { |
---|
3630 | if (mFarDistSquared) |
---|
3631 | { |
---|
3632 | // Check object is within the shadow far distance |
---|
3633 | Vector3 toObj = object->getParentNode()->_getDerivedPosition() |
---|
3634 | - mCamera->getDerivedPosition(); |
---|
3635 | Real radius = object->getWorldBoundingSphere().getRadius(); |
---|
3636 | Real dist = toObj.squaredLength(); |
---|
3637 | if (dist - (radius * radius) > mFarDistSquared) |
---|
3638 | { |
---|
3639 | // skip, beyond max range |
---|
3640 | return true; |
---|
3641 | } |
---|
3642 | } |
---|
3643 | |
---|
3644 | // If the object is in the frustum, we can always see the shadow |
---|
3645 | if (mCamera->isVisible(object->getWorldBoundingBox())) |
---|
3646 | { |
---|
3647 | mCasterList->push_back(object); |
---|
3648 | return true; |
---|
3649 | } |
---|
3650 | |
---|
3651 | // Otherwise, object can only be casting a shadow into our view if |
---|
3652 | // the light is outside the frustum (or it's a directional light, |
---|
3653 | // which are always outside), and the object is intersecting |
---|
3654 | // on of the volumes formed between the edges of the frustum and the |
---|
3655 | // light |
---|
3656 | if (!mIsLightInFrustum || mLight->getType() == Light::LT_DIRECTIONAL) |
---|
3657 | { |
---|
3658 | // Iterate over volumes |
---|
3659 | PlaneBoundedVolumeList::const_iterator i, iend; |
---|
3660 | iend = mLightClipVolumeList->end(); |
---|
3661 | for (i = mLightClipVolumeList->begin(); i != iend; ++i) |
---|
3662 | { |
---|
3663 | if (i->intersects(object->getWorldBoundingBox())) |
---|
3664 | { |
---|
3665 | mCasterList->push_back(object); |
---|
3666 | return true; |
---|
3667 | } |
---|
3668 | |
---|
3669 | } |
---|
3670 | |
---|
3671 | } |
---|
3672 | } |
---|
3673 | return true; |
---|
3674 | } |
---|
3675 | //--------------------------------------------------------------------- |
---|
3676 | bool SceneManager::ShadowCasterSceneQueryListener::queryResult( |
---|
3677 | SceneQuery::WorldFragment* fragment) |
---|
3678 | { |
---|
3679 | // don't deal with world geometry |
---|
3680 | return true; |
---|
3681 | } |
---|
3682 | //--------------------------------------------------------------------- |
---|
3683 | const SceneManager::ShadowCasterList& SceneManager::findShadowCastersForLight( |
---|
3684 | const Light* light, const Camera* camera) |
---|
3685 | { |
---|
3686 | mShadowCasterList.clear(); |
---|
3687 | |
---|
3688 | if (light->getType() == Light::LT_DIRECTIONAL) |
---|
3689 | { |
---|
3690 | // Basic AABB query encompassing the frustum and the extrusion of it |
---|
3691 | AxisAlignedBox aabb; |
---|
3692 | const Vector3* corners = camera->getWorldSpaceCorners(); |
---|
3693 | Vector3 min, max; |
---|
3694 | Vector3 extrude = light->getDerivedDirection() * -mShadowDirLightExtrudeDist; |
---|
3695 | // do first corner |
---|
3696 | min = max = corners[0]; |
---|
3697 | min.makeFloor(corners[0] + extrude); |
---|
3698 | max.makeCeil(corners[0] + extrude); |
---|
3699 | for (size_t c = 1; c < 8; ++c) |
---|
3700 | { |
---|
3701 | min.makeFloor(corners[c]); |
---|
3702 | max.makeCeil(corners[c]); |
---|
3703 | min.makeFloor(corners[c] + extrude); |
---|
3704 | max.makeCeil(corners[c] + extrude); |
---|
3705 | } |
---|
3706 | aabb.setExtents(min, max); |
---|
3707 | |
---|
3708 | if (!mShadowCasterAABBQuery) |
---|
3709 | mShadowCasterAABBQuery = createAABBQuery(aabb); |
---|
3710 | else |
---|
3711 | mShadowCasterAABBQuery->setBox(aabb); |
---|
3712 | // Execute, use callback |
---|
3713 | mShadowCasterQueryListener->prepare(false, |
---|
3714 | &(light->_getFrustumClipVolumes(camera)), |
---|
3715 | light, camera, &mShadowCasterList, mShadowFarDistSquared); |
---|
3716 | mShadowCasterAABBQuery->execute(mShadowCasterQueryListener); |
---|
3717 | |
---|
3718 | |
---|
3719 | } |
---|
3720 | else |
---|
3721 | { |
---|
3722 | Sphere s(light->getDerivedPosition(), light->getAttenuationRange()); |
---|
3723 | // eliminate early if camera cannot see light sphere |
---|
3724 | if (camera->isVisible(s)) |
---|
3725 | { |
---|
3726 | if (!mShadowCasterSphereQuery) |
---|
3727 | mShadowCasterSphereQuery = createSphereQuery(s); |
---|
3728 | else |
---|
3729 | mShadowCasterSphereQuery->setSphere(s); |
---|
3730 | |
---|
3731 | // Determine if light is inside or outside the frustum |
---|
3732 | bool lightInFrustum = camera->isVisible(light->getDerivedPosition()); |
---|
3733 | const PlaneBoundedVolumeList* volList = 0; |
---|
3734 | if (!lightInFrustum) |
---|
3735 | { |
---|
3736 | // Only worth building an external volume list if |
---|
3737 | // light is outside the frustum |
---|
3738 | volList = &(light->_getFrustumClipVolumes(camera)); |
---|
3739 | } |
---|
3740 | |
---|
3741 | // Execute, use callback |
---|
3742 | mShadowCasterQueryListener->prepare(lightInFrustum, |
---|
3743 | volList, light, camera, &mShadowCasterList, mShadowFarDistSquared); |
---|
3744 | mShadowCasterSphereQuery->execute(mShadowCasterQueryListener); |
---|
3745 | |
---|
3746 | } |
---|
3747 | |
---|
3748 | } |
---|
3749 | |
---|
3750 | |
---|
3751 | return mShadowCasterList; |
---|
3752 | } |
---|
3753 | //--------------------------------------------------------------------- |
---|
3754 | void SceneManager::initShadowVolumeMaterials(void) |
---|
3755 | { |
---|
3756 | /* This should have been set in the SceneManager constructor, but if you |
---|
3757 | created the SceneManager BEFORE the Root object, you will need to call |
---|
3758 | SceneManager::_setDestinationRenderSystem manually. |
---|
3759 | */ |
---|
3760 | assert( mDestRenderSystem ); |
---|
3761 | |
---|
3762 | if (mShadowMaterialInitDone) |
---|
3763 | return; |
---|
3764 | |
---|
3765 | if (!mShadowDebugPass) |
---|
3766 | { |
---|
3767 | MaterialPtr matDebug = |
---|
3768 | MaterialManager::getSingleton().getByName("Ogre/Debug/ShadowVolumes"); |
---|
3769 | if (matDebug.isNull()) |
---|
3770 | { |
---|
3771 | // Create |
---|
3772 | matDebug = MaterialManager::getSingleton().create( |
---|
3773 | "Ogre/Debug/ShadowVolumes", |
---|
3774 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); |
---|
3775 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0); |
---|
3776 | mShadowDebugPass->setSceneBlending(SBT_ADD); |
---|
3777 | mShadowDebugPass->setLightingEnabled(false); |
---|
3778 | mShadowDebugPass->setDepthWriteEnabled(false); |
---|
3779 | TextureUnitState* t = mShadowDebugPass->createTextureUnitState(); |
---|
3780 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT, |
---|
3781 | ColourValue(0.7, 0.0, 0.2)); |
---|
3782 | mShadowDebugPass->setCullingMode(CULL_NONE); |
---|
3783 | |
---|
3784 | if (mDestRenderSystem->getCapabilities()->hasCapability( |
---|
3785 | RSC_VERTEX_PROGRAM)) |
---|
3786 | { |
---|
3787 | ShadowVolumeExtrudeProgram::initialise(); |
---|
3788 | |
---|
3789 | // Enable the (infinite) point light extruder for now, just to get some params |
---|
3790 | mShadowDebugPass->setVertexProgram( |
---|
3791 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT]); |
---|
3792 | mInfiniteExtrusionParams = |
---|
3793 | mShadowDebugPass->getVertexProgramParameters(); |
---|
3794 | mInfiniteExtrusionParams->setAutoConstant(0, |
---|
3795 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); |
---|
3796 | mInfiniteExtrusionParams->setAutoConstant(4, |
---|
3797 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE); |
---|
3798 | } |
---|
3799 | matDebug->compile(); |
---|
3800 | |
---|
3801 | } |
---|
3802 | else |
---|
3803 | { |
---|
3804 | mShadowDebugPass = matDebug->getTechnique(0)->getPass(0); |
---|
3805 | |
---|
3806 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM)) |
---|
3807 | { |
---|
3808 | mInfiniteExtrusionParams = mShadowDebugPass->getVertexProgramParameters(); |
---|
3809 | } |
---|
3810 | } |
---|
3811 | } |
---|
3812 | |
---|
3813 | if (!mShadowStencilPass) |
---|
3814 | { |
---|
3815 | |
---|
3816 | MaterialPtr matStencil = MaterialManager::getSingleton().getByName( |
---|
3817 | "Ogre/StencilShadowVolumes"); |
---|
3818 | if (matStencil.isNull()) |
---|
3819 | { |
---|
3820 | // Init |
---|
3821 | matStencil = MaterialManager::getSingleton().create( |
---|
3822 | "Ogre/StencilShadowVolumes", |
---|
3823 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); |
---|
3824 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0); |
---|
3825 | |
---|
3826 | if (mDestRenderSystem->getCapabilities()->hasCapability( |
---|
3827 | RSC_VERTEX_PROGRAM)) |
---|
3828 | { |
---|
3829 | |
---|
3830 | // Enable the finite point light extruder for now, just to get some params |
---|
3831 | mShadowStencilPass->setVertexProgram( |
---|
3832 | ShadowVolumeExtrudeProgram::programNames[ShadowVolumeExtrudeProgram::POINT_LIGHT_FINITE]); |
---|
3833 | mFiniteExtrusionParams = |
---|
3834 | mShadowStencilPass->getVertexProgramParameters(); |
---|
3835 | mFiniteExtrusionParams->setAutoConstant(0, |
---|
3836 | GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); |
---|
3837 | mFiniteExtrusionParams->setAutoConstant(4, |
---|
3838 | GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE); |
---|
3839 | // Note extra parameter |
---|
3840 | mFiniteExtrusionParams->setAutoConstant(5, |
---|
3841 | GpuProgramParameters::ACT_SHADOW_EXTRUSION_DISTANCE); |
---|
3842 | } |
---|
3843 | matStencil->compile(); |
---|
3844 | // Nothing else, we don't use this like a 'real' pass anyway, |
---|
3845 | // it's more of a placeholder |
---|
3846 | } |
---|
3847 | else |
---|
3848 | { |
---|
3849 | mShadowStencilPass = matStencil->getTechnique(0)->getPass(0); |
---|
3850 | |
---|
3851 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM)) |
---|
3852 | { |
---|
3853 | mFiniteExtrusionParams = mShadowStencilPass->getVertexProgramParameters(); |
---|
3854 | } |
---|
3855 | } |
---|
3856 | } |
---|
3857 | |
---|
3858 | |
---|
3859 | |
---|
3860 | |
---|
3861 | if (!mShadowModulativePass) |
---|
3862 | { |
---|
3863 | |
---|
3864 | MaterialPtr matModStencil = MaterialManager::getSingleton().getByName( |
---|
3865 | "Ogre/StencilShadowModulationPass"); |
---|
3866 | if (matModStencil.isNull()) |
---|
3867 | { |
---|
3868 | // Init |
---|
3869 | matModStencil = MaterialManager::getSingleton().create( |
---|
3870 | "Ogre/StencilShadowModulationPass", |
---|
3871 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); |
---|
3872 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0); |
---|
3873 | mShadowModulativePass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO); |
---|
3874 | mShadowModulativePass->setLightingEnabled(false); |
---|
3875 | mShadowModulativePass->setDepthWriteEnabled(false); |
---|
3876 | mShadowModulativePass->setDepthCheckEnabled(false); |
---|
3877 | TextureUnitState* t = mShadowModulativePass->createTextureUnitState(); |
---|
3878 | t->setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT, |
---|
3879 | mShadowColour); |
---|
3880 | mShadowModulativePass->setCullingMode(CULL_NONE); |
---|
3881 | } |
---|
3882 | else |
---|
3883 | { |
---|
3884 | mShadowModulativePass = matModStencil->getTechnique(0)->getPass(0); |
---|
3885 | } |
---|
3886 | } |
---|
3887 | |
---|
3888 | // Also init full screen quad while we're at it |
---|
3889 | if (!mFullScreenQuad) |
---|
3890 | { |
---|
3891 | mFullScreenQuad = new Rectangle2D(); |
---|
3892 | mFullScreenQuad->setCorners(-1,1,1,-1); |
---|
3893 | } |
---|
3894 | |
---|
3895 | // Also init shadow caster material for texture shadows |
---|
3896 | if (!mShadowCasterPlainBlackPass) |
---|
3897 | { |
---|
3898 | MaterialPtr matPlainBlack = MaterialManager::getSingleton().getByName( |
---|
3899 | "Ogre/TextureShadowCaster"); |
---|
3900 | if (matPlainBlack.isNull()) |
---|
3901 | { |
---|
3902 | matPlainBlack = MaterialManager::getSingleton().create( |
---|
3903 | "Ogre/TextureShadowCaster", |
---|
3904 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); |
---|
3905 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0); |
---|
3906 | // Lighting has to be on, because we need shadow coloured objects |
---|
3907 | // Note that because we can't predict vertex programs, we'll have to |
---|
3908 | // bind light values to those, and so we bind White to ambient |
---|
3909 | // reflectance, and we'll set the ambient colour to the shadow colour |
---|
3910 | mShadowCasterPlainBlackPass->setAmbient(ColourValue::White); |
---|
3911 | mShadowCasterPlainBlackPass->setDiffuse(ColourValue::Black); |
---|
3912 | mShadowCasterPlainBlackPass->setSelfIllumination(ColourValue::Black); |
---|
3913 | mShadowCasterPlainBlackPass->setSpecular(ColourValue::Black); |
---|
3914 | // Override fog |
---|
3915 | mShadowCasterPlainBlackPass->setFog(true, FOG_NONE); |
---|
3916 | // no textures or anything else, we will bind vertex programs |
---|
3917 | // every so often though |
---|
3918 | } |
---|
3919 | else |
---|
3920 | { |
---|
3921 | mShadowCasterPlainBlackPass = matPlainBlack->getTechnique(0)->getPass(0); |
---|
3922 | } |
---|
3923 | } |
---|
3924 | |
---|
3925 | if (!mShadowReceiverPass) |
---|
3926 | { |
---|
3927 | MaterialPtr matShadRec = MaterialManager::getSingleton().getByName( |
---|
3928 | "Ogre/TextureShadowReceiver"); |
---|
3929 | if (matShadRec.isNull()) |
---|
3930 | { |
---|
3931 | matShadRec = MaterialManager::getSingleton().create( |
---|
3932 | "Ogre/TextureShadowReceiver", |
---|
3933 | ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); |
---|
3934 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0); |
---|
3935 | // Don't set lighting and blending modes here, depends on additive / modulative |
---|
3936 | TextureUnitState* t = mShadowReceiverPass->createTextureUnitState(); |
---|
3937 | t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); |
---|
3938 | } |
---|
3939 | else |
---|
3940 | { |
---|
3941 | mShadowReceiverPass = matShadRec->getTechnique(0)->getPass(0); |
---|
3942 | } |
---|
3943 | } |
---|
3944 | |
---|
3945 | // Set up spot shadow fade texture (loaded from code data block) |
---|
3946 | TexturePtr spotShadowFadeTex = |
---|
3947 | TextureManager::getSingleton().getByName("spot_shadow_fade.png"); |
---|
3948 | if (spotShadowFadeTex.isNull()) |
---|
3949 | { |
---|
3950 | // Load the manual buffer into an image (don't destroy memory! |
---|
3951 | DataStreamPtr stream( |
---|
3952 | new MemoryDataStream(SPOT_SHADOW_FADE_PNG, SPOT_SHADOW_FADE_PNG_SIZE, false)); |
---|
3953 | Image img; |
---|
3954 | img.load(stream, "png"); |
---|
3955 | spotShadowFadeTex = |
---|
3956 | TextureManager::getSingleton().loadImage( |
---|
3957 | "spot_shadow_fade.png", ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, |
---|
3958 | img, TEX_TYPE_2D); |
---|
3959 | } |
---|
3960 | |
---|
3961 | mShadowMaterialInitDone = true; |
---|
3962 | } |
---|
3963 | //--------------------------------------------------------------------- |
---|
3964 | const Pass* SceneManager::deriveShadowCasterPass(const Pass* pass) |
---|
3965 | { |
---|
3966 | if (isShadowTechniqueTextureBased()) |
---|
3967 | { |
---|
3968 | Pass* retPass = mShadowTextureCustomCasterPass ? |
---|
3969 | mShadowTextureCustomCasterPass : mShadowCasterPlainBlackPass; |
---|
3970 | |
---|
3971 | |
---|
3972 | // Special case alpha-blended passes |
---|
3973 | if ((pass->getSourceBlendFactor() == SBF_SOURCE_ALPHA && |
---|
3974 | pass->getDestBlendFactor() == SBF_ONE_MINUS_SOURCE_ALPHA) |
---|
3975 | || pass->getAlphaRejectFunction() != CMPF_ALWAYS_PASS) |
---|
3976 | { |
---|
3977 | // Alpha blended passes must retain their transparency |
---|
3978 | retPass->setAlphaRejectSettings(pass->getAlphaRejectFunction(), |
---|
3979 | pass->getAlphaRejectValue()); |
---|
3980 | retPass->setSceneBlending(pass->getSourceBlendFactor(), pass->getDestBlendFactor()); |
---|
3981 | retPass->getParent()->getParent()->setTransparencyCastsShadows(true); |
---|
3982 | |
---|
3983 | // So we allow the texture units, but override the colour functions |
---|
3984 | // Copy texture state, shift up one since 0 is shadow texture |
---|
3985 | unsigned short origPassTUCount = pass->getNumTextureUnitStates(); |
---|
3986 | for (unsigned short t = 0; t < origPassTUCount; ++t) |
---|
3987 | { |
---|
3988 | TextureUnitState* tex; |
---|
3989 | if (retPass->getNumTextureUnitStates() <= t) |
---|
3990 | { |
---|
3991 | tex = retPass->createTextureUnitState(); |
---|
3992 | } |
---|
3993 | else |
---|
3994 | { |
---|
3995 | tex = retPass->getTextureUnitState(t); |
---|
3996 | } |
---|
3997 | // copy base state |
---|
3998 | (*tex) = *(pass->getTextureUnitState(t)); |
---|
3999 | // override colour function |
---|
4000 | tex->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, |
---|
4001 | isShadowTechniqueAdditive()? ColourValue::Black : mShadowColour); |
---|
4002 | |
---|
4003 | } |
---|
4004 | // Remove any extras |
---|
4005 | while (retPass->getNumTextureUnitStates() > origPassTUCount) |
---|
4006 | { |
---|
4007 | retPass->removeTextureUnitState(origPassTUCount); |
---|
4008 | } |
---|
4009 | |
---|
4010 | } |
---|
4011 | else |
---|
4012 | { |
---|
4013 | // reset |
---|
4014 | retPass->setSceneBlending(SBT_REPLACE); |
---|
4015 | retPass->setAlphaRejectFunction(CMPF_ALWAYS_PASS); |
---|
4016 | while (retPass->getNumTextureUnitStates() > 0) |
---|
4017 | { |
---|
4018 | retPass->removeTextureUnitState(0); |
---|
4019 | } |
---|
4020 | } |
---|
4021 | |
---|
4022 | // Propagate culling modes |
---|
4023 | retPass->setCullingMode(pass->getCullingMode()); |
---|
4024 | retPass->setManualCullingMode(pass->getManualCullingMode()); |
---|
4025 | |
---|
4026 | |
---|
4027 | // Does incoming pass have a custom shadow caster program? |
---|
4028 | if (!pass->getShadowCasterVertexProgramName().empty()) |
---|
4029 | { |
---|
4030 | // Have to merge the shadow caster vertex program in |
---|
4031 | retPass->setVertexProgram( |
---|
4032 | pass->getShadowCasterVertexProgramName(), false); |
---|
4033 | const GpuProgramPtr& prg = retPass->getVertexProgram(); |
---|
4034 | // Load this program if not done already |
---|
4035 | if (!prg->isLoaded()) |
---|
4036 | prg->load(); |
---|
4037 | // Copy params |
---|
4038 | retPass->setVertexProgramParameters( |
---|
4039 | pass->getShadowCasterVertexProgramParameters()); |
---|
4040 | // Also have to hack the light autoparams, that is done later |
---|
4041 | } |
---|
4042 | else |
---|
4043 | { |
---|
4044 | if (retPass == mShadowTextureCustomCasterPass) |
---|
4045 | { |
---|
4046 | // reset vp? |
---|
4047 | if (mShadowTextureCustomCasterPass->getVertexProgramName() != |
---|
4048 | mShadowTextureCustomCasterVertexProgram) |
---|
4049 | { |
---|
4050 | mShadowTextureCustomCasterPass->setVertexProgram( |
---|
4051 | mShadowTextureCustomCasterVertexProgram, false); |
---|
4052 | if(mShadowTextureCustomCasterPass->hasVertexProgram()) |
---|
4053 | { |
---|
4054 | mShadowTextureCustomCasterPass->setVertexProgramParameters( |
---|
4055 | mShadowTextureCustomCasterVPParams); |
---|
4056 | |
---|
4057 | } |
---|
4058 | |
---|
4059 | } |
---|
4060 | |
---|
4061 | } |
---|
4062 | else |
---|
4063 | { |
---|
4064 | // Standard shadow caster pass, reset to no vp |
---|
4065 | retPass->setVertexProgram(StringUtil::BLANK); |
---|
4066 | } |
---|
4067 | } |
---|
4068 | return retPass; |
---|
4069 | } |
---|
4070 | else |
---|
4071 | { |
---|
4072 | return pass; |
---|
4073 | } |
---|
4074 | |
---|
4075 | } |
---|
4076 | //--------------------------------------------------------------------- |
---|
4077 | const Pass* SceneManager::deriveShadowReceiverPass(const Pass* pass) |
---|
4078 | { |
---|
4079 | |
---|
4080 | if (isShadowTechniqueTextureBased()) |
---|
4081 | { |
---|
4082 | Pass* retPass = mShadowTextureCustomReceiverPass ? |
---|
4083 | mShadowTextureCustomReceiverPass : mShadowReceiverPass; |
---|
4084 | |
---|
4085 | // Does incoming pass have a custom shadow receiver program? |
---|
4086 | if (!pass->getShadowReceiverVertexProgramName().empty()) |
---|
4087 | { |
---|
4088 | // Have to merge the shadow receiver vertex program in |
---|
4089 | retPass->setVertexProgram( |
---|
4090 | pass->getShadowReceiverVertexProgramName(), false); |
---|
4091 | const GpuProgramPtr& prg = retPass->getVertexProgram(); |
---|
4092 | // Load this program if not done already |
---|
4093 | if (!prg->isLoaded()) |
---|
4094 | prg->load(); |
---|
4095 | // Copy params |
---|
4096 | retPass->setVertexProgramParameters( |
---|
4097 | pass->getShadowReceiverVertexProgramParameters()); |
---|
4098 | // Also have to hack the light autoparams, that is done later |
---|
4099 | } |
---|
4100 | else |
---|
4101 | { |
---|
4102 | if (retPass == mShadowTextureCustomReceiverPass) |
---|
4103 | { |
---|
4104 | // reset vp? |
---|
4105 | if (mShadowTextureCustomReceiverPass->getVertexProgramName() != |
---|
4106 | mShadowTextureCustomReceiverVertexProgram) |
---|
4107 | { |
---|
4108 | mShadowTextureCustomReceiverPass->setVertexProgram( |
---|
4109 | mShadowTextureCustomReceiverVertexProgram, false); |
---|
4110 | if(mShadowTextureCustomReceiverPass->hasVertexProgram()) |
---|
4111 | { |
---|
4112 | mShadowTextureCustomReceiverPass->setVertexProgramParameters( |
---|
4113 | mShadowTextureCustomReceiverVPParams); |
---|
4114 | |
---|
4115 | } |
---|
4116 | |
---|
4117 | } |
---|
4118 | |
---|
4119 | } |
---|
4120 | else |
---|
4121 | { |
---|
4122 | // Standard shadow receiver pass, reset to no vp |
---|
4123 | retPass->setVertexProgram(StringUtil::BLANK); |
---|
4124 | } |
---|
4125 | } |
---|
4126 | |
---|
4127 | unsigned short keepTUCount; |
---|
4128 | // If additive, need lighting parameters & standard programs |
---|
4129 | if (isShadowTechniqueAdditive()) |
---|
4130 | { |
---|
4131 | retPass->setLightingEnabled(true); |
---|
4132 | retPass->setAmbient(pass->getAmbient()); |
---|
4133 | retPass->setSelfIllumination(pass->getSelfIllumination()); |
---|
4134 | retPass->setDiffuse(pass->getDiffuse()); |
---|
4135 | retPass->setSpecular(pass->getSpecular()); |
---|
4136 | retPass->setShininess(pass->getShininess()); |
---|
4137 | retPass->setIteratePerLight(pass->getIteratePerLight(), |
---|
4138 | pass->getRunOnlyForOneLightType(), pass->getOnlyLightType()); |
---|
4139 | |
---|
4140 | // We need to keep alpha rejection settings |
---|
4141 | retPass->setAlphaRejectSettings(pass->getAlphaRejectFunction(), |
---|
4142 | pass->getAlphaRejectValue()); |
---|
4143 | // Copy texture state, shift up one since 0 is shadow texture |
---|
4144 | unsigned short origPassTUCount = pass->getNumTextureUnitStates(); |
---|
4145 | for (unsigned short t = 0; t < origPassTUCount; ++t) |
---|
4146 | { |
---|
4147 | unsigned short targetIndex = t+1; |
---|
4148 | TextureUnitState* tex; |
---|
4149 | if (retPass->getNumTextureUnitStates() <= targetIndex) |
---|
4150 | { |
---|
4151 | tex = retPass->createTextureUnitState(); |
---|
4152 | } |
---|
4153 | else |
---|
4154 | { |
---|
4155 | tex = retPass->getTextureUnitState(targetIndex); |
---|
4156 | } |
---|
4157 | (*tex) = *(pass->getTextureUnitState(t)); |
---|
4158 | // If programmable, have to adjust the texcoord sets too |
---|
4159 | // D3D insists that texcoordsets match tex unit in programmable mode |
---|
4160 | if (retPass->hasVertexProgram()) |
---|
4161 | tex->setTextureCoordSet(targetIndex); |
---|
4162 | } |
---|
4163 | keepTUCount = origPassTUCount + 1; |
---|
4164 | }// additive lighting |
---|
4165 | else |
---|
4166 | { |
---|
4167 | // need to keep spotlight fade etc |
---|
4168 | keepTUCount = retPass->getNumTextureUnitStates(); |
---|
4169 | } |
---|
4170 | |
---|
4171 | |
---|
4172 | // Will also need fragment programs since this is a complex light setup |
---|
4173 | if (!pass->getShadowReceiverFragmentProgramName().empty()) |
---|
4174 | { |
---|
4175 | // Have to merge the shadow receiver vertex program in |
---|
4176 | retPass->setFragmentProgram( |
---|
4177 | pass->getShadowReceiverFragmentProgramName(), false); |
---|
4178 | const GpuProgramPtr& prg = retPass->getFragmentProgram(); |
---|
4179 | // Load this program if not done already |
---|
4180 | if (!prg->isLoaded()) |
---|
4181 | prg->load(); |
---|
4182 | // Copy params |
---|
4183 | retPass->setFragmentProgramParameters( |
---|
4184 | pass->getShadowReceiverFragmentProgramParameters()); |
---|
4185 | |
---|
4186 | // Did we bind a shadow vertex program? |
---|
4187 | if (pass->hasVertexProgram() && !retPass->hasVertexProgram()) |
---|
4188 | { |
---|
4189 | // We didn't bind a receiver-specific program, so bind the original |
---|
4190 | retPass->setVertexProgram(pass->getVertexProgramName(), false); |
---|
4191 | const GpuProgramPtr& prg = retPass->getVertexProgram(); |
---|
4192 | // Load this program if required |
---|
4193 | if (!prg->isLoaded()) |
---|
4194 | prg->load(); |
---|
4195 | // Copy params |
---|
4196 | retPass->setVertexProgramParameters( |
---|
4197 | pass->getVertexProgramParameters()); |
---|
4198 | |
---|
4199 | } |
---|
4200 | } |
---|
4201 | else |
---|
4202 | { |
---|
4203 | // Reset any merged fragment programs from last time |
---|
4204 | if (retPass == mShadowTextureCustomReceiverPass) |
---|
4205 | { |
---|
4206 | // reset fp? |
---|
4207 | if (mShadowTextureCustomReceiverPass->getFragmentProgramName() != |
---|
4208 | mShadowTextureCustomReceiverFragmentProgram) |
---|
4209 | { |
---|
4210 | mShadowTextureCustomReceiverPass->setFragmentProgram( |
---|
4211 | mShadowTextureCustomReceiverFragmentProgram, false); |
---|
4212 | if(mShadowTextureCustomReceiverPass->hasFragmentProgram()) |
---|
4213 | { |
---|
4214 | mShadowTextureCustomReceiverPass->setFragmentProgramParameters( |
---|
4215 | mShadowTextureCustomReceiverFPParams); |
---|
4216 | |
---|
4217 | } |
---|
4218 | |
---|
4219 | } |
---|
4220 | |
---|
4221 | } |
---|
4222 | else |
---|
4223 | { |
---|
4224 | // Standard shadow receiver pass, reset to no fp |
---|
4225 | retPass->setFragmentProgram(StringUtil::BLANK); |
---|
4226 | } |
---|
4227 | |
---|
4228 | } |
---|
4229 | |
---|
4230 | // Remove any extra texture units |
---|
4231 | while (retPass->getNumTextureUnitStates() > keepTUCount) |
---|
4232 | { |
---|
4233 | retPass->removeTextureUnitState(keepTUCount); |
---|
4234 | } |
---|
4235 | |
---|
4236 | retPass->_load(); |
---|
4237 | |
---|
4238 | return retPass; |
---|
4239 | } |
---|
4240 | else |
---|
4241 | { |
---|
4242 | return pass; |
---|
4243 | } |
---|
4244 | |
---|
4245 | } |
---|
4246 | //--------------------------------------------------------------------- |
---|
4247 | void SceneManager::renderShadowVolumesToStencil(const Light* light, const Camera* camera) |
---|
4248 | { |
---|
4249 | // Get the shadow caster list |
---|
4250 | const ShadowCasterList& casters = findShadowCastersForLight(light, camera); |
---|
4251 | // Check there are some shadow casters to render |
---|
4252 | if (casters.empty()) |
---|
4253 | { |
---|
4254 | // No casters, just do nothing |
---|
4255 | return; |
---|
4256 | } |
---|
4257 | |
---|
4258 | // Set up scissor test (point & spot lights only) |
---|
4259 | bool scissored = false; |
---|
4260 | if (light->getType() != Light::LT_DIRECTIONAL && |
---|
4261 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_SCISSOR_TEST)) |
---|
4262 | { |
---|
4263 | // Project the sphere onto the camera |
---|
4264 | Real left, right, top, bottom; |
---|
4265 | Sphere sphere(light->getDerivedPosition(), light->getAttenuationRange()); |
---|
4266 | if (camera->projectSphere(sphere, &left, &top, &right, &bottom)) |
---|
4267 | { |
---|
4268 | scissored = true; |
---|
4269 | // Turn normalised device coordinates into pixels |
---|
4270 | int iLeft, iTop, iWidth, iHeight; |
---|
4271 | mCurrentViewport->getActualDimensions(iLeft, iTop, iWidth, iHeight); |
---|
4272 | size_t szLeft, szRight, szTop, szBottom; |
---|
4273 | |
---|
4274 | szLeft = (size_t)(iLeft + ((left + 1) * 0.5 * iWidth)); |
---|
4275 | szRight = (size_t)(iLeft + ((right + 1) * 0.5 * iWidth)); |
---|
4276 | szTop = (size_t)(iTop + ((-top + 1) * 0.5 * iHeight)); |
---|
4277 | szBottom = (size_t)(iTop + ((-bottom + 1) * 0.5 * iHeight)); |
---|
4278 | |
---|
4279 | mDestRenderSystem->setScissorTest(true, szLeft, szTop, szRight, szBottom); |
---|
4280 | } |
---|
4281 | } |
---|
4282 | |
---|
4283 | mDestRenderSystem->unbindGpuProgram(GPT_FRAGMENT_PROGRAM); |
---|
4284 | |
---|
4285 | // Can we do a 2-sided stencil? |
---|
4286 | bool stencil2sided = false; |
---|
4287 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_TWO_SIDED_STENCIL) && |
---|
4288 | mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP)) |
---|
4289 | { |
---|
4290 | // enable |
---|
4291 | stencil2sided = true; |
---|
4292 | } |
---|
4293 | |
---|
4294 | // Do we have access to vertex programs? |
---|
4295 | bool extrudeInSoftware = true; |
---|
4296 | bool finiteExtrude = !mShadowUseInfiniteFarPlane || |
---|
4297 | !mDestRenderSystem->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE); |
---|
4298 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM)) |
---|
4299 | { |
---|
4300 | extrudeInSoftware = false; |
---|
4301 | // attach the appropriate extrusion vertex program |
---|
4302 | // Note we never unset it because support for vertex programs is constant |
---|
4303 | mShadowStencilPass->setVertexProgram( |
---|
4304 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, false) |
---|
4305 | , false); |
---|
4306 | // Set params |
---|
4307 | if (finiteExtrude) |
---|
4308 | { |
---|
4309 | mShadowStencilPass->setVertexProgramParameters(mFiniteExtrusionParams); |
---|
4310 | } |
---|
4311 | else |
---|
4312 | { |
---|
4313 | mShadowStencilPass->setVertexProgramParameters(mInfiniteExtrusionParams); |
---|
4314 | } |
---|
4315 | if (mDebugShadows) |
---|
4316 | { |
---|
4317 | mShadowDebugPass->setVertexProgram( |
---|
4318 | ShadowVolumeExtrudeProgram::getProgramName(light->getType(), finiteExtrude, true) |
---|
4319 | , false); |
---|
4320 | // Set params |
---|
4321 | if (finiteExtrude) |
---|
4322 | { |
---|
4323 | mShadowDebugPass->setVertexProgramParameters(mFiniteExtrusionParams); |
---|
4324 | } |
---|
4325 | else |
---|
4326 | { |
---|
4327 | mShadowDebugPass->setVertexProgramParameters(mInfiniteExtrusionParams); |
---|
4328 | } |
---|
4329 | } |
---|
4330 | |
---|
4331 | mDestRenderSystem->bindGpuProgram(mShadowStencilPass->getVertexProgram()->_getBindingDelegate()); |
---|
4332 | |
---|
4333 | } |
---|
4334 | else |
---|
4335 | { |
---|
4336 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM); |
---|
4337 | } |
---|
4338 | |
---|
4339 | // Add light to internal list for use in render call |
---|
4340 | LightList lightList; |
---|
4341 | // const_cast is forgiveable here since we pass this const |
---|
4342 | lightList.push_back(const_cast<Light*>(light)); |
---|
4343 | |
---|
4344 | // Turn off colour writing and depth writing |
---|
4345 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false); |
---|
4346 | mDestRenderSystem->_disableTextureUnitsFrom(0); |
---|
4347 | mDestRenderSystem->_setDepthBufferParams(true, false, CMPF_LESS); |
---|
4348 | mDestRenderSystem->setStencilCheckEnabled(true); |
---|
4349 | |
---|
4350 | // Calculate extrusion distance |
---|
4351 | // Use direction light extrusion distance now, just form optimize code |
---|
4352 | // generate a little, point/spot light will up to date later |
---|
4353 | Real extrudeDist = mShadowDirLightExtrudeDist; |
---|
4354 | |
---|
4355 | // Figure out the near clip volume |
---|
4356 | const PlaneBoundedVolume& nearClipVol = |
---|
4357 | light->_getNearClipVolume(camera); |
---|
4358 | |
---|
4359 | // Now iterate over the casters and render |
---|
4360 | ShadowCasterList::const_iterator si, siend; |
---|
4361 | siend = casters.end(); |
---|
4362 | |
---|
4363 | |
---|
4364 | // Now iterate over the casters and render |
---|
4365 | for (si = casters.begin(); si != siend; ++si) |
---|
4366 | { |
---|
4367 | ShadowCaster* caster = *si; |
---|
4368 | bool zfailAlgo = camera->isCustomNearClipPlaneEnabled(); |
---|
4369 | unsigned long flags = 0; |
---|
4370 | |
---|
4371 | if (light->getType() != Light::LT_DIRECTIONAL) |
---|
4372 | { |
---|
4373 | extrudeDist = caster->getPointExtrusionDistance(light); |
---|
4374 | } |
---|
4375 | |
---|
4376 | if (!extrudeInSoftware && !finiteExtrude) |
---|
4377 | { |
---|
4378 | // hardware extrusion, to infinity (and beyond!) |
---|
4379 | flags |= SRF_EXTRUDE_TO_INFINITY; |
---|
4380 | } |
---|
4381 | |
---|
4382 | // Determine whether zfail is required |
---|
4383 | if (zfailAlgo || nearClipVol.intersects(caster->getWorldBoundingBox())) |
---|
4384 | { |
---|
4385 | // We use zfail for this object only because zfail |
---|
4386 | // compatible with zpass algorithm |
---|
4387 | zfailAlgo = true; |
---|
4388 | // We need to include the light and / or dark cap |
---|
4389 | // But only if they will be visible |
---|
4390 | if(camera->isVisible(caster->getLightCapBounds())) |
---|
4391 | { |
---|
4392 | flags |= SRF_INCLUDE_LIGHT_CAP; |
---|
4393 | } |
---|
4394 | // zfail needs dark cap |
---|
4395 | // UNLESS directional lights using hardware extrusion to infinity |
---|
4396 | // since that extrudes to a single point |
---|
4397 | if(!((flags & SRF_EXTRUDE_TO_INFINITY) && |
---|
4398 | light->getType() == Light::LT_DIRECTIONAL) && |
---|
4399 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist))) |
---|
4400 | { |
---|
4401 | flags |= SRF_INCLUDE_DARK_CAP; |
---|
4402 | } |
---|
4403 | } |
---|
4404 | else |
---|
4405 | { |
---|
4406 | // In zpass we need a dark cap if |
---|
4407 | // 1: infinite extrusion on point/spotlight sources in modulative shadows |
---|
4408 | // mode, since otherwise in areas where there is no depth (skybox) |
---|
4409 | // the infinitely projected volume will leave a dark band |
---|
4410 | // 2: finite extrusion on any light source since glancing angles |
---|
4411 | // can peek through the end and shadow objects behind incorrectly |
---|
4412 | if ((flags & SRF_EXTRUDE_TO_INFINITY) && |
---|
4413 | light->getType() != Light::LT_DIRECTIONAL && |
---|
4414 | isShadowTechniqueModulative() && |
---|
4415 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist))) |
---|
4416 | { |
---|
4417 | flags |= SRF_INCLUDE_DARK_CAP; |
---|
4418 | } |
---|
4419 | else if (!(flags & SRF_EXTRUDE_TO_INFINITY) && |
---|
4420 | camera->isVisible(caster->getDarkCapBounds(*light, extrudeDist))) |
---|
4421 | { |
---|
4422 | flags |= SRF_INCLUDE_DARK_CAP; |
---|
4423 | } |
---|
4424 | |
---|
4425 | } |
---|
4426 | |
---|
4427 | // Get shadow renderables |
---|
4428 | ShadowCaster::ShadowRenderableListIterator iShadowRenderables = |
---|
4429 | caster->getShadowVolumeRenderableIterator(mShadowTechnique, |
---|
4430 | light, &mShadowIndexBuffer, extrudeInSoftware, |
---|
4431 | extrudeDist, flags); |
---|
4432 | |
---|
4433 | // Render a shadow volume here |
---|
4434 | // - if we have 2-sided stencil, one render with no culling |
---|
4435 | // - otherwise, 2 renders, one with each culling method and invert the ops |
---|
4436 | setShadowVolumeStencilState(false, zfailAlgo, stencil2sided); |
---|
4437 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags, |
---|
4438 | false, zfailAlgo, stencil2sided); |
---|
4439 | if (!stencil2sided) |
---|
4440 | { |
---|
4441 | // Second pass |
---|
4442 | setShadowVolumeStencilState(true, zfailAlgo, false); |
---|
4443 | renderShadowVolumeObjects(iShadowRenderables, mShadowStencilPass, &lightList, flags, |
---|
4444 | true, zfailAlgo, false); |
---|
4445 | } |
---|
4446 | |
---|
4447 | // Do we need to render a debug shadow marker? |
---|
4448 | if (mDebugShadows) |
---|
4449 | { |
---|
4450 | // reset stencil & colour ops |
---|
4451 | mDestRenderSystem->setStencilBufferParams(); |
---|
4452 | mShadowDebugPass->getTextureUnitState(0)-> |
---|
4453 | setColourOperationEx(LBX_MODULATE, LBS_MANUAL, LBS_CURRENT, |
---|
4454 | zfailAlgo ? ColourValue(0.7, 0.0, 0.2) : ColourValue(0.0, 0.7, 0.2)); |
---|
4455 | _setPass(mShadowDebugPass); |
---|
4456 | renderShadowVolumeObjects(iShadowRenderables, mShadowDebugPass, &lightList, flags, |
---|
4457 | true, false, false); |
---|
4458 | mDestRenderSystem->_setColourBufferWriteEnabled(false, false, false, false); |
---|
4459 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS); |
---|
4460 | } |
---|
4461 | } |
---|
4462 | |
---|
4463 | // revert colour write state |
---|
4464 | mDestRenderSystem->_setColourBufferWriteEnabled(true, true, true, true); |
---|
4465 | // revert depth state |
---|
4466 | mDestRenderSystem->_setDepthBufferParams(); |
---|
4467 | |
---|
4468 | mDestRenderSystem->setStencilCheckEnabled(false); |
---|
4469 | |
---|
4470 | mDestRenderSystem->unbindGpuProgram(GPT_VERTEX_PROGRAM); |
---|
4471 | |
---|
4472 | if (scissored) |
---|
4473 | { |
---|
4474 | // disable scissor test |
---|
4475 | mDestRenderSystem->setScissorTest(false); |
---|
4476 | } |
---|
4477 | |
---|
4478 | } |
---|
4479 | //--------------------------------------------------------------------- |
---|
4480 | void SceneManager::renderShadowVolumeObjects(ShadowCaster::ShadowRenderableListIterator iShadowRenderables, |
---|
4481 | Pass* pass, |
---|
4482 | const LightList *manualLightList, |
---|
4483 | unsigned long flags, |
---|
4484 | bool secondpass, bool zfail, bool twosided) |
---|
4485 | { |
---|
4486 | // ----- SHADOW VOLUME LOOP ----- |
---|
4487 | // Render all shadow renderables with same stencil operations |
---|
4488 | while (iShadowRenderables.hasMoreElements()) |
---|
4489 | { |
---|
4490 | ShadowRenderable* sr = iShadowRenderables.getNext(); |
---|
4491 | |
---|
4492 | // omit hidden renderables |
---|
4493 | if (sr->isVisible()) |
---|
4494 | { |
---|
4495 | // render volume, including dark and (maybe) light caps |
---|
4496 | renderSingleObject(sr, pass, false, manualLightList); |
---|
4497 | |
---|
4498 | // optionally render separate light cap |
---|
4499 | if (sr->isLightCapSeparate() && (flags & SRF_INCLUDE_LIGHT_CAP)) |
---|
4500 | { |
---|
4501 | ShadowRenderable* lightCap = sr->getLightCapRenderable(); |
---|
4502 | assert(lightCap && "Shadow renderable is missing a separate light cap renderable!"); |
---|
4503 | |
---|
4504 | // We must take care with light caps when we could 'see' the back facing |
---|
4505 | // triangles directly: |
---|
4506 | // 1. The front facing light caps must render as always fail depth |
---|
4507 | // check to avoid 'depth fighting'. |
---|
4508 | // 2. The back facing light caps must use normal depth function to |
---|
4509 | // avoid break the standard depth check |
---|
4510 | // |
---|
4511 | // TODO: |
---|
4512 | // 1. Separate light caps rendering doesn't need for the 'closed' |
---|
4513 | // mesh that never touch the near plane, because in this instance, |
---|
4514 | // we couldn't 'see' any back facing triangles directly. The |
---|
4515 | // 'closed' mesh must determinate by edge list builder. |
---|
4516 | // 2. There still exists 'depth fighting' bug with coplane triangles |
---|
4517 | // that has opposite facing. This usually occur when use two side |
---|
4518 | // material in the modeling tools and the model exporting tools |
---|
4519 | // exporting double triangles to represent this model. This bug |
---|
4520 | // can't fixed in GPU only, there must has extra work on edge list |
---|
4521 | // builder and shadow volume generater to fix it. |
---|
4522 | // |
---|
4523 | if (twosided) |
---|
4524 | { |
---|
4525 | // select back facing light caps to render |
---|
4526 | mDestRenderSystem->_setCullingMode(CULL_ANTICLOCKWISE); |
---|
4527 | // use normal depth function for back facing light caps |
---|
4528 | renderSingleObject(lightCap, pass, false, manualLightList); |
---|
4529 | |
---|
4530 | // select front facing light caps to render |
---|
4531 | mDestRenderSystem->_setCullingMode(CULL_CLOCKWISE); |
---|
4532 | // must always fail depth check for front facing light caps |
---|
4533 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL); |
---|
4534 | renderSingleObject(lightCap, pass, false, manualLightList); |
---|
4535 | |
---|
4536 | // reset depth function |
---|
4537 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS); |
---|
4538 | // reset culling mode |
---|
4539 | mDestRenderSystem->_setCullingMode(CULL_NONE); |
---|
4540 | } |
---|
4541 | else if ((secondpass || zfail) && !(secondpass && zfail)) |
---|
4542 | { |
---|
4543 | // use normal depth function for back facing light caps |
---|
4544 | renderSingleObject(lightCap, pass, false, manualLightList); |
---|
4545 | } |
---|
4546 | else |
---|
4547 | { |
---|
4548 | // must always fail depth check for front facing light caps |
---|
4549 | mDestRenderSystem->_setDepthBufferFunction(CMPF_ALWAYS_FAIL); |
---|
4550 | renderSingleObject(lightCap, pass, false, manualLightList); |
---|
4551 | |
---|
4552 | // reset depth function |
---|
4553 | mDestRenderSystem->_setDepthBufferFunction(CMPF_LESS); |
---|
4554 | } |
---|
4555 | } |
---|
4556 | } |
---|
4557 | } |
---|
4558 | } |
---|
4559 | //--------------------------------------------------------------------- |
---|
4560 | void SceneManager::setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided) |
---|
4561 | { |
---|
4562 | // Determinate the best stencil operation |
---|
4563 | StencilOperation incrOp, decrOp; |
---|
4564 | if (mDestRenderSystem->getCapabilities()->hasCapability(RSC_STENCIL_WRAP)) |
---|
4565 | { |
---|
4566 | incrOp = SOP_INCREMENT_WRAP; |
---|
4567 | decrOp = SOP_DECREMENT_WRAP; |
---|
4568 | } |
---|
4569 | else |
---|
4570 | { |
---|
4571 | incrOp = SOP_INCREMENT; |
---|
4572 | decrOp = SOP_DECREMENT; |
---|
4573 | } |
---|
4574 | |
---|
4575 | // First pass, do front faces if zpass |
---|
4576 | // Second pass, do back faces if zpass |
---|
4577 | // Invert if zfail |
---|
4578 | // this is to ensure we always increment before decrement |
---|
4579 | // When two-sided stencil, always pass front face stencil |
---|
4580 | // operation parameters and the inverse of them will happen |
---|
4581 | // for back faces |
---|
4582 | if ( !twosided && ((secondpass || zfail) && !(secondpass && zfail)) ) |
---|
4583 | { |
---|
4584 | mDestRenderSystem->_setCullingMode( |
---|
4585 | twosided? CULL_NONE : CULL_ANTICLOCKWISE); |
---|
4586 | mDestRenderSystem->setStencilBufferParams( |
---|
4587 | CMPF_ALWAYS_PASS, // always pass stencil check |
---|
4588 | 0, // no ref value (no compare) |
---|
4589 | 0xFFFFFFFF, // no mask |
---|
4590 | SOP_KEEP, // stencil test will never fail |
---|
4591 | zfail ? incrOp : SOP_KEEP, // back face depth fail |
---|
4592 | zfail ? SOP_KEEP : decrOp, // back face pass |
---|
4593 | twosided |
---|
4594 | ); |
---|
4595 | } |
---|
4596 | else |
---|
4597 | { |
---|
4598 | mDestRenderSystem->_setCullingMode( |
---|
4599 | twosided? CULL_NONE : CULL_CLOCKWISE); |
---|
4600 | mDestRenderSystem->setStencilBufferParams( |
---|
4601 | CMPF_ALWAYS_PASS, // always pass stencil check |
---|
4602 | 0, // no ref value (no compare) |
---|
4603 | 0xFFFFFFFF, // no mask |
---|
4604 | SOP_KEEP, // stencil test will never fail |
---|
4605 | zfail ? decrOp : SOP_KEEP, // front face depth fail |
---|
4606 | zfail ? SOP_KEEP : incrOp, // front face pass |
---|
4607 | twosided |
---|
4608 | ); |
---|
4609 | } |
---|
4610 | } |
---|
4611 | //--------------------------------------------------------------------- |
---|
4612 | void SceneManager::setShadowColour(const ColourValue& colour) |
---|
4613 | { |
---|
4614 | mShadowColour = colour; |
---|
4615 | |
---|
4616 | // Change shadow material setting only when it's prepared, |
---|
4617 | // otherwise, it'll set up while preparing shadow materials. |
---|
4618 | if (mShadowModulativePass) |
---|
4619 | { |
---|
4620 | mShadowModulativePass->getTextureUnitState(0)->setColourOperationEx( |
---|
4621 | LBX_MODULATE, LBS_MANUAL, LBS_CURRENT, colour); |
---|
4622 | } |
---|
4623 | } |
---|
4624 | //--------------------------------------------------------------------- |
---|
4625 | const ColourValue& SceneManager::getShadowColour(void) const |
---|
4626 | { |
---|
4627 | return mShadowColour; |
---|
4628 | } |
---|
4629 | //--------------------------------------------------------------------- |
---|
4630 | void SceneManager::setShadowFarDistance(Real distance) |
---|
4631 | { |
---|
4632 | mShadowFarDist = distance; |
---|
4633 | mShadowFarDistSquared = distance * distance; |
---|
4634 | } |
---|
4635 | //--------------------------------------------------------------------- |
---|
4636 | void SceneManager::setShadowDirectionalLightExtrusionDistance(Real dist) |
---|
4637 | { |
---|
4638 | mShadowDirLightExtrudeDist = dist; |
---|
4639 | } |
---|
4640 | //--------------------------------------------------------------------- |
---|
4641 | Real SceneManager::getShadowDirectionalLightExtrusionDistance(void) const |
---|
4642 | { |
---|
4643 | return mShadowDirLightExtrudeDist; |
---|
4644 | } |
---|
4645 | //--------------------------------------------------------------------- |
---|
4646 | void SceneManager::setShadowIndexBufferSize(size_t size) |
---|
4647 | { |
---|
4648 | if (!mShadowIndexBuffer.isNull() && size != mShadowIndexBufferSize) |
---|
4649 | { |
---|
4650 | // re-create shadow buffer with new size |
---|
4651 | mShadowIndexBuffer = HardwareBufferManager::getSingleton(). |
---|
4652 | createIndexBuffer(HardwareIndexBuffer::IT_16BIT, |
---|
4653 | size, |
---|
4654 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE, |
---|
4655 | false); |
---|
4656 | } |
---|
4657 | mShadowIndexBufferSize = size; |
---|
4658 | } |
---|
4659 | //--------------------------------------------------------------------- |
---|
4660 | void SceneManager::setShadowTextureConfig(size_t shadowIndex, unsigned short width, |
---|
4661 | unsigned short height, PixelFormat format) |
---|
4662 | { |
---|
4663 | ShadowTextureConfig conf; |
---|
4664 | conf.width = width; |
---|
4665 | conf.height = height; |
---|
4666 | conf.format = format; |
---|
4667 | |
---|
4668 | setShadowTextureConfig(shadowIndex, conf); |
---|
4669 | |
---|
4670 | |
---|
4671 | } |
---|
4672 | //--------------------------------------------------------------------- |
---|
4673 | void SceneManager::setShadowTextureConfig(size_t shadowIndex, |
---|
4674 | const ShadowTextureConfig& config) |
---|
4675 | { |
---|
4676 | if (shadowIndex >= mShadowTextureConfigList.size()) |
---|
4677 | { |
---|
4678 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
4679 | "shadowIndex out of bounds", |
---|
4680 | "SceneManager::setShadowTextureConfig"); |
---|
4681 | } |
---|
4682 | mShadowTextureConfigList[shadowIndex] = config; |
---|
4683 | |
---|
4684 | mShadowTextureConfigDirty = true; |
---|
4685 | } |
---|
4686 | //--------------------------------------------------------------------- |
---|
4687 | ConstShadowTextureConfigIterator SceneManager::getShadowTextureConfigIterator() const |
---|
4688 | { |
---|
4689 | return ConstShadowTextureConfigIterator( |
---|
4690 | mShadowTextureConfigList.begin(), mShadowTextureConfigList.end()); |
---|
4691 | |
---|
4692 | } |
---|
4693 | //--------------------------------------------------------------------- |
---|
4694 | void SceneManager::setShadowTextureSize(unsigned short size) |
---|
4695 | { |
---|
4696 | // default all current |
---|
4697 | for (ShadowTextureConfigList::iterator i = mShadowTextureConfigList.begin(); |
---|
4698 | i != mShadowTextureConfigList.end(); ++i) |
---|
4699 | { |
---|
4700 | if (i->width != size || i->height != size) |
---|
4701 | { |
---|
4702 | i->width = i->height = size; |
---|
4703 | mShadowTextureConfigDirty = true; |
---|
4704 | } |
---|
4705 | } |
---|
4706 | |
---|
4707 | } |
---|
4708 | //--------------------------------------------------------------------- |
---|
4709 | void SceneManager::setShadowTextureCount(size_t count) |
---|
4710 | { |
---|
4711 | // Change size, any new items will take default |
---|
4712 | if (count != mShadowTextureConfigList.size()) |
---|
4713 | { |
---|
4714 | mShadowTextureConfigList.resize(count); |
---|
4715 | mShadowTextureConfigDirty = true; |
---|
4716 | } |
---|
4717 | } |
---|
4718 | //--------------------------------------------------------------------- |
---|
4719 | void SceneManager::setShadowTexturePixelFormat(PixelFormat fmt) |
---|
4720 | { |
---|
4721 | for (ShadowTextureConfigList::iterator i = mShadowTextureConfigList.begin(); |
---|
4722 | i != mShadowTextureConfigList.end(); ++i) |
---|
4723 | { |
---|
4724 | if (i->format != fmt) |
---|
4725 | { |
---|
4726 | i->format = fmt; |
---|
4727 | mShadowTextureConfigDirty = true; |
---|
4728 | } |
---|
4729 | } |
---|
4730 | } |
---|
4731 | //--------------------------------------------------------------------- |
---|
4732 | void SceneManager::setShadowTextureSettings(unsigned short size, |
---|
4733 | unsigned short count, PixelFormat fmt) |
---|
4734 | { |
---|
4735 | setShadowTextureCount(count); |
---|
4736 | for (ShadowTextureConfigList::iterator i = mShadowTextureConfigList.begin(); |
---|
4737 | i != mShadowTextureConfigList.end(); ++i) |
---|
4738 | { |
---|
4739 | if (i->width != size || i->height != size || i->format != fmt) |
---|
4740 | { |
---|
4741 | i->width = i->height = size; |
---|
4742 | i->format = fmt; |
---|
4743 | mShadowTextureConfigDirty = true; |
---|
4744 | } |
---|
4745 | } |
---|
4746 | } |
---|
4747 | //--------------------------------------------------------------------- |
---|
4748 | const TexturePtr& SceneManager::getShadowTexture(size_t shadowIndex) |
---|
4749 | { |
---|
4750 | if (shadowIndex >= mShadowTextureConfigList.size()) |
---|
4751 | { |
---|
4752 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
4753 | "shadowIndex out of bounds", |
---|
4754 | "SceneManager::getShadowTexture"); |
---|
4755 | } |
---|
4756 | ensureShadowTexturesCreated(); |
---|
4757 | |
---|
4758 | return mShadowTextures[shadowIndex]; |
---|
4759 | |
---|
4760 | |
---|
4761 | } |
---|
4762 | //--------------------------------------------------------------------- |
---|
4763 | void SceneManager::setShadowTextureSelfShadow(bool selfShadow) |
---|
4764 | { |
---|
4765 | mShadowTextureSelfShadow = selfShadow; |
---|
4766 | if (isShadowTechniqueTextureBased()) |
---|
4767 | getRenderQueue()->setShadowCastersCannotBeReceivers(!selfShadow); |
---|
4768 | } |
---|
4769 | //--------------------------------------------------------------------- |
---|
4770 | void SceneManager::setShadowTextureCasterMaterial(const String& name) |
---|
4771 | { |
---|
4772 | if (name.empty()) |
---|
4773 | { |
---|
4774 | mShadowTextureCustomCasterPass = 0; |
---|
4775 | } |
---|
4776 | else |
---|
4777 | { |
---|
4778 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name); |
---|
4779 | if (mat.isNull()) |
---|
4780 | { |
---|
4781 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
4782 | "Cannot locate material called '" + name + "'", |
---|
4783 | "SceneManager::setShadowTextureCasterMaterial"); |
---|
4784 | } |
---|
4785 | mat->load(); |
---|
4786 | mShadowTextureCustomCasterPass = mat->getBestTechnique()->getPass(0); |
---|
4787 | if (mShadowTextureCustomCasterPass->hasVertexProgram()) |
---|
4788 | { |
---|
4789 | // Save vertex program and params in case we have to swap them out |
---|
4790 | mShadowTextureCustomCasterVertexProgram = |
---|
4791 | mShadowTextureCustomCasterPass->getVertexProgramName(); |
---|
4792 | mShadowTextureCustomCasterVPParams = |
---|
4793 | mShadowTextureCustomCasterPass->getVertexProgramParameters(); |
---|
4794 | |
---|
4795 | } |
---|
4796 | } |
---|
4797 | } |
---|
4798 | //--------------------------------------------------------------------- |
---|
4799 | void SceneManager::setShadowTextureReceiverMaterial(const String& name) |
---|
4800 | { |
---|
4801 | if (name.empty()) |
---|
4802 | { |
---|
4803 | mShadowTextureCustomReceiverPass = 0; |
---|
4804 | } |
---|
4805 | else |
---|
4806 | { |
---|
4807 | MaterialPtr mat = MaterialManager::getSingleton().getByName(name); |
---|
4808 | if (mat.isNull()) |
---|
4809 | { |
---|
4810 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
4811 | "Cannot locate material called '" + name + "'", |
---|
4812 | "SceneManager::setShadowTextureReceiverMaterial"); |
---|
4813 | } |
---|
4814 | mat->load(); |
---|
4815 | mShadowTextureCustomReceiverPass = mat->getBestTechnique()->getPass(0); |
---|
4816 | if (mShadowTextureCustomReceiverPass->hasVertexProgram()) |
---|
4817 | { |
---|
4818 | // Save vertex program and params in case we have to swap them out |
---|
4819 | mShadowTextureCustomReceiverVertexProgram = |
---|
4820 | mShadowTextureCustomReceiverPass->getVertexProgramName(); |
---|
4821 | mShadowTextureCustomReceiverVPParams = |
---|
4822 | mShadowTextureCustomReceiverPass->getVertexProgramParameters(); |
---|
4823 | |
---|
4824 | } |
---|
4825 | else |
---|
4826 | { |
---|
4827 | mShadowTextureCustomReceiverVertexProgram = StringUtil::BLANK; |
---|
4828 | |
---|
4829 | } |
---|
4830 | if (mShadowTextureCustomReceiverPass->hasFragmentProgram()) |
---|
4831 | { |
---|
4832 | // Save fragment program and params in case we have to swap them out |
---|
4833 | mShadowTextureCustomReceiverFragmentProgram = |
---|
4834 | mShadowTextureCustomReceiverPass->getFragmentProgramName(); |
---|
4835 | mShadowTextureCustomReceiverFPParams = |
---|
4836 | mShadowTextureCustomReceiverPass->getFragmentProgramParameters(); |
---|
4837 | |
---|
4838 | } |
---|
4839 | else |
---|
4840 | { |
---|
4841 | mShadowTextureCustomReceiverFragmentProgram = StringUtil::BLANK; |
---|
4842 | |
---|
4843 | } |
---|
4844 | } |
---|
4845 | } |
---|
4846 | //--------------------------------------------------------------------- |
---|
4847 | void SceneManager::setShadowCameraSetup(const ShadowCameraSetupPtr& shadowSetup) |
---|
4848 | { |
---|
4849 | mDefaultShadowCameraSetup = shadowSetup; |
---|
4850 | |
---|
4851 | } |
---|
4852 | //--------------------------------------------------------------------- |
---|
4853 | const ShadowCameraSetupPtr& SceneManager::getShadowCameraSetup() const |
---|
4854 | { |
---|
4855 | return mDefaultShadowCameraSetup; |
---|
4856 | } |
---|
4857 | //--------------------------------------------------------------------- |
---|
4858 | void SceneManager::ensureShadowTexturesCreated() |
---|
4859 | { |
---|
4860 | if (mShadowTextureConfigDirty) |
---|
4861 | { |
---|
4862 | destroyShadowTextures(); |
---|
4863 | ShadowTextureManager::getSingleton().getShadowTextures( |
---|
4864 | mShadowTextureConfigList, mShadowTextures); |
---|
4865 | |
---|
4866 | // clear shadow cam - light mapping |
---|
4867 | mShadowCamLightMapping.clear(); |
---|
4868 | |
---|
4869 | |
---|
4870 | // Recreate shadow textures |
---|
4871 | for (ShadowTextureList::iterator i = mShadowTextures.begin(); |
---|
4872 | i != mShadowTextures.end(); ++i) |
---|
4873 | { |
---|
4874 | const TexturePtr& shadowTex = *i; |
---|
4875 | |
---|
4876 | // Camera names are local to SM |
---|
4877 | String camName = shadowTex->getName() + "Cam"; |
---|
4878 | // Material names are global to SM, make specific |
---|
4879 | String matName = shadowTex->getName() + "Mat" + getName(); |
---|
4880 | |
---|
4881 | RenderTexture *shadowRTT = shadowTex->getBuffer()->getRenderTarget(); |
---|
4882 | |
---|
4883 | // Create camera for this texture, but note that we have to rebind |
---|
4884 | // in prepareShadowTextures to coexist with multiple SMs |
---|
4885 | Camera* cam = createCamera(camName); |
---|
4886 | cam->setAspectRatio(shadowTex->getWidth() / shadowTex->getHeight()); |
---|
4887 | // Don't use rendering distance for light cameras; we don't want shadows |
---|
4888 | // for visible objects disappearing, especially for directional lights |
---|
4889 | cam->setUseRenderingDistance(false); |
---|
4890 | mShadowTextureCameras.push_back(cam); |
---|
4891 | |
---|
4892 | // Create a viewport, if not there already |
---|
4893 | if (shadowRTT->getNumViewports() == 0) |
---|
4894 | { |
---|
4895 | // Note camera assignment is transient when multiple SMs |
---|
4896 | Viewport *v = shadowRTT->addViewport(cam); |
---|
4897 | v->setClearEveryFrame(true); |
---|
4898 | // remove overlays |
---|
4899 | v->setOverlaysEnabled(false); |
---|
4900 | } |
---|
4901 | |
---|
4902 | // Don't update automatically - we'll do it when required |
---|
4903 | shadowRTT->setAutoUpdated(false); |
---|
4904 | |
---|
4905 | // Also create corresponding Material used for rendering this shadow |
---|
4906 | MaterialPtr mat = MaterialManager::getSingleton().getByName(matName); |
---|
4907 | if (mat.isNull()) |
---|
4908 | { |
---|
4909 | mat = MaterialManager::getSingleton().create( |
---|
4910 | matName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); |
---|
4911 | } |
---|
4912 | Pass* p = mat->getTechnique(0)->getPass(0); |
---|
4913 | if (p->getNumTextureUnitStates() != 1 || |
---|
4914 | p->getTextureUnitState(0)->_getTexturePtr(0) != shadowTex) |
---|
4915 | { |
---|
4916 | mat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates(); |
---|
4917 | // create texture unit referring to render target texture |
---|
4918 | TextureUnitState* texUnit = |
---|
4919 | p->createTextureUnitState(shadowTex->getName()); |
---|
4920 | // set projective based on camera |
---|
4921 | texUnit->setProjectiveTexturing(!p->hasVertexProgram(), cam); |
---|
4922 | // clamp to border colour |
---|
4923 | texUnit->setTextureAddressingMode(TextureUnitState::TAM_BORDER); |
---|
4924 | texUnit->setTextureBorderColour(ColourValue::White); |
---|
4925 | mat->touch(); |
---|
4926 | |
---|
4927 | } |
---|
4928 | |
---|
4929 | // insert dummy camera-light combination |
---|
4930 | mShadowCamLightMapping[cam] = 0; |
---|
4931 | |
---|
4932 | // Get null shadow texture |
---|
4933 | if (mShadowTextureConfigList.empty()) |
---|
4934 | { |
---|
4935 | mNullShadowTexture.setNull(); |
---|
4936 | } |
---|
4937 | else |
---|
4938 | { |
---|
4939 | mNullShadowTexture = |
---|
4940 | ShadowTextureManager::getSingleton().getNullShadowTexture( |
---|
4941 | mShadowTextureConfigList[0].format); |
---|
4942 | } |
---|
4943 | |
---|
4944 | |
---|
4945 | } |
---|
4946 | mShadowTextureConfigDirty = false; |
---|
4947 | } |
---|
4948 | |
---|
4949 | } |
---|
4950 | //--------------------------------------------------------------------- |
---|
4951 | void SceneManager::destroyShadowTextures(void) |
---|
4952 | { |
---|
4953 | |
---|
4954 | ShadowTextureList::iterator i, iend; |
---|
4955 | ShadowTextureCameraList::iterator ci; |
---|
4956 | iend = mShadowTextures.end(); |
---|
4957 | ci = mShadowTextureCameras.begin(); |
---|
4958 | for (i = mShadowTextures.begin(); i != iend; ++i, ++ci) |
---|
4959 | { |
---|
4960 | TexturePtr &shadowTex = *i; |
---|
4961 | |
---|
4962 | // Cleanup material that references this texture |
---|
4963 | String matName = shadowTex->getName() + "Mat" + getName(); |
---|
4964 | MaterialPtr mat = MaterialManager::getSingleton().getByName(matName); |
---|
4965 | if (!mat.isNull()) |
---|
4966 | { |
---|
4967 | // manually clear TUS to ensure texture ref released |
---|
4968 | mat->getTechnique(0)->getPass(0)->removeAllTextureUnitStates(); |
---|
4969 | MaterialManager::getSingleton().remove(mat->getHandle()); |
---|
4970 | } |
---|
4971 | |
---|
4972 | // Always destroy camera since they are local to this SM |
---|
4973 | destroyCamera(*ci); |
---|
4974 | } |
---|
4975 | mShadowTextures.clear(); |
---|
4976 | mShadowTextureCameras.clear(); |
---|
4977 | |
---|
4978 | // Will destroy if no other scene managers referencing |
---|
4979 | ShadowTextureManager::getSingleton().clearUnused(); |
---|
4980 | |
---|
4981 | mShadowTextureConfigDirty = true; |
---|
4982 | |
---|
4983 | } |
---|
4984 | //--------------------------------------------------------------------- |
---|
4985 | void SceneManager::prepareShadowTextures(Camera* cam, Viewport* vp) |
---|
4986 | { |
---|
4987 | // create shadow textures if needed |
---|
4988 | ensureShadowTexturesCreated(); |
---|
4989 | |
---|
4990 | // Set the illumination stage, prevents recursive calls |
---|
4991 | IlluminationRenderStage savedStage = mIlluminationStage; |
---|
4992 | mIlluminationStage = IRS_RENDER_TO_TEXTURE; |
---|
4993 | |
---|
4994 | // Determine far shadow distance |
---|
4995 | Real shadowDist = mShadowFarDist; |
---|
4996 | if (!shadowDist) |
---|
4997 | { |
---|
4998 | // need a shadow distance, make one up |
---|
4999 | shadowDist = cam->getNearClipDistance() * 300; |
---|
5000 | } |
---|
5001 | Real shadowOffset = shadowDist * mShadowTextureOffset; |
---|
5002 | // Precalculate fading info |
---|
5003 | Real shadowEnd = shadowDist + shadowOffset; |
---|
5004 | Real fadeStart = shadowEnd * mShadowTextureFadeStart; |
---|
5005 | Real fadeEnd = shadowEnd * mShadowTextureFadeEnd; |
---|
5006 | // Additive lighting should not use fogging, since it will overbrighten; use border clamp |
---|
5007 | if (!isShadowTechniqueAdditive()) |
---|
5008 | { |
---|
5009 | // set fogging to hide the shadow edge |
---|
5010 | mShadowReceiverPass->setFog(true, FOG_LINEAR, ColourValue::White, |
---|
5011 | 0, fadeStart, fadeEnd); |
---|
5012 | } |
---|
5013 | else |
---|
5014 | { |
---|
5015 | // disable fogging explicitly |
---|
5016 | mShadowReceiverPass->setFog(true, FOG_NONE); |
---|
5017 | } |
---|
5018 | |
---|
5019 | // Iterate over the lights we've found, max out at the limit of light textures |
---|
5020 | // Note that the light sorting must now place shadow casting lights at the |
---|
5021 | // start of the light list, therefore we do not need to deal with potential |
---|
5022 | // mismatches in the light<->shadow texture list any more |
---|
5023 | |
---|
5024 | LightList::iterator i, iend; |
---|
5025 | ShadowTextureList::iterator si, siend; |
---|
5026 | ShadowTextureCameraList::iterator ci; |
---|
5027 | iend = mLightsAffectingFrustum.end(); |
---|
5028 | siend = mShadowTextures.end(); |
---|
5029 | ci = mShadowTextureCameras.begin(); |
---|
5030 | for (i = mLightsAffectingFrustum.begin(), si = mShadowTextures.begin(); |
---|
5031 | i != iend && si != siend; ++i) |
---|
5032 | { |
---|
5033 | Light* light = *i; |
---|
5034 | |
---|
5035 | // skip light if shadows are disabled |
---|
5036 | if (!light->getCastShadows()) |
---|
5037 | continue; |
---|
5038 | |
---|
5039 | TexturePtr &shadowTex = *si; |
---|
5040 | RenderTarget *shadowRTT = shadowTex->getBuffer()->getRenderTarget(); |
---|
5041 | Viewport *shadowView = shadowRTT->getViewport(0); |
---|
5042 | Camera *texCam = *ci; |
---|
5043 | // rebind camera, incase another SM in use which has switched to its cam |
---|
5044 | shadowView->setCamera(texCam); |
---|
5045 | |
---|
5046 | // update shadow cam - light mapping |
---|
5047 | ShadowCamLightMapping::iterator camLightIt = mShadowCamLightMapping.find( texCam ); |
---|
5048 | assert(camLightIt != mShadowCamLightMapping.end()); |
---|
5049 | camLightIt->second = light; |
---|
5050 | |
---|
5051 | if (light->getCustomShadowCameraSetup().isNull()) |
---|
5052 | mDefaultShadowCameraSetup->getShadowCamera(this, cam, vp, light, texCam); |
---|
5053 | else |
---|
5054 | light->getCustomShadowCameraSetup()->getShadowCamera(this, cam, vp, light, texCam); |
---|
5055 | |
---|
5056 | // Setup background colour |
---|
5057 | shadowView->setBackgroundColour(ColourValue::White); |
---|
5058 | |
---|
5059 | // Fire shadow caster update, callee can alter camera settings |
---|
5060 | fireShadowTexturesPreCaster(light, texCam); |
---|
5061 | |
---|
5062 | // Update target |
---|
5063 | shadowRTT->update(); |
---|
5064 | |
---|
5065 | ++si; // next shadow texture |
---|
5066 | ++ci; // next camera |
---|
5067 | } |
---|
5068 | // Set the illumination stage, prevents recursive calls |
---|
5069 | mIlluminationStage = savedStage; |
---|
5070 | |
---|
5071 | fireShadowTexturesUpdated( |
---|
5072 | std::min(mLightsAffectingFrustum.size(), mShadowTextures.size())); |
---|
5073 | |
---|
5074 | ShadowTextureManager::getSingleton().clearUnused(); |
---|
5075 | |
---|
5076 | } |
---|
5077 | //--------------------------------------------------------------------- |
---|
5078 | StaticGeometry* SceneManager::createStaticGeometry(const String& name) |
---|
5079 | { |
---|
5080 | // Check not existing |
---|
5081 | if (mStaticGeometryList.find(name) != mStaticGeometryList.end()) |
---|
5082 | { |
---|
5083 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM, |
---|
5084 | "StaticGeometry with name '" + name + "' already exists!", |
---|
5085 | "SceneManager::createStaticGeometry"); |
---|
5086 | } |
---|
5087 | StaticGeometry* ret = new StaticGeometry(this, name); |
---|
5088 | mStaticGeometryList[name] = ret; |
---|
5089 | return ret; |
---|
5090 | } |
---|
5091 | //--------------------------------------------------------------------- |
---|
5092 | StaticGeometry* SceneManager::getStaticGeometry(const String& name) const |
---|
5093 | { |
---|
5094 | StaticGeometryList::const_iterator i = mStaticGeometryList.find(name); |
---|
5095 | if (i == mStaticGeometryList.end()) |
---|
5096 | { |
---|
5097 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
5098 | "StaticGeometry with name '" + name + "' not found", |
---|
5099 | "SceneManager::createStaticGeometry"); |
---|
5100 | } |
---|
5101 | return i->second; |
---|
5102 | } |
---|
5103 | //----------------------------------------------------------------------- |
---|
5104 | bool SceneManager::hasStaticGeometry(const String& name) const |
---|
5105 | { |
---|
5106 | return (mStaticGeometryList.find(name) != mStaticGeometryList.end()); |
---|
5107 | } |
---|
5108 | |
---|
5109 | //--------------------------------------------------------------------- |
---|
5110 | void SceneManager::destroyStaticGeometry(StaticGeometry* geom) |
---|
5111 | { |
---|
5112 | destroyStaticGeometry(geom->getName()); |
---|
5113 | } |
---|
5114 | //--------------------------------------------------------------------- |
---|
5115 | void SceneManager::destroyStaticGeometry(const String& name) |
---|
5116 | { |
---|
5117 | StaticGeometryList::iterator i = mStaticGeometryList.find(name); |
---|
5118 | if (i != mStaticGeometryList.end()) |
---|
5119 | { |
---|
5120 | delete i->second; |
---|
5121 | mStaticGeometryList.erase(i); |
---|
5122 | } |
---|
5123 | |
---|
5124 | } |
---|
5125 | //--------------------------------------------------------------------- |
---|
5126 | void SceneManager::destroyAllStaticGeometry(void) |
---|
5127 | { |
---|
5128 | StaticGeometryList::iterator i, iend; |
---|
5129 | iend = mStaticGeometryList.end(); |
---|
5130 | for (i = mStaticGeometryList.begin(); i != iend; ++i) |
---|
5131 | { |
---|
5132 | delete i->second; |
---|
5133 | } |
---|
5134 | mStaticGeometryList.clear(); |
---|
5135 | } |
---|
5136 | //--------------------------------------------------------------------- |
---|
5137 | InstancedGeometry* SceneManager::createInstancedGeometry(const String& name) |
---|
5138 | { |
---|
5139 | // Check not existing |
---|
5140 | if (mInstancedGeometryList.find(name) != mInstancedGeometryList.end()) |
---|
5141 | { |
---|
5142 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM, |
---|
5143 | "InstancedGeometry with name '" + name + "' already exists!", |
---|
5144 | "SceneManager::createInstancedGeometry"); |
---|
5145 | } |
---|
5146 | InstancedGeometry* ret = new InstancedGeometry(this, name); |
---|
5147 | mInstancedGeometryList[name] = ret; |
---|
5148 | return ret; |
---|
5149 | } |
---|
5150 | //--------------------------------------------------------------------- |
---|
5151 | InstancedGeometry* SceneManager::getInstancedGeometry(const String& name) const |
---|
5152 | { |
---|
5153 | InstancedGeometryList::const_iterator i = mInstancedGeometryList.find(name); |
---|
5154 | if (i == mInstancedGeometryList.end()) |
---|
5155 | { |
---|
5156 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
5157 | "InstancedGeometry with name '" + name + "' not found", |
---|
5158 | "SceneManager::createInstancedGeometry"); |
---|
5159 | } |
---|
5160 | return i->second; |
---|
5161 | } |
---|
5162 | //--------------------------------------------------------------------- |
---|
5163 | void SceneManager::destroyInstancedGeometry(InstancedGeometry* geom) |
---|
5164 | { |
---|
5165 | destroyInstancedGeometry(geom->getName()); |
---|
5166 | } |
---|
5167 | //--------------------------------------------------------------------- |
---|
5168 | void SceneManager::destroyInstancedGeometry(const String& name) |
---|
5169 | { |
---|
5170 | InstancedGeometryList::iterator i = mInstancedGeometryList.find(name); |
---|
5171 | if (i != mInstancedGeometryList.end()) |
---|
5172 | { |
---|
5173 | delete i->second; |
---|
5174 | mInstancedGeometryList.erase(i); |
---|
5175 | } |
---|
5176 | |
---|
5177 | } |
---|
5178 | //--------------------------------------------------------------------- |
---|
5179 | void SceneManager::destroyAllInstancedGeometry(void) |
---|
5180 | { |
---|
5181 | InstancedGeometryList::iterator i, iend; |
---|
5182 | iend = mInstancedGeometryList.end(); |
---|
5183 | for (i = mInstancedGeometryList.begin(); i != iend; ++i) |
---|
5184 | { |
---|
5185 | delete i->second; |
---|
5186 | } |
---|
5187 | mInstancedGeometryList.clear(); |
---|
5188 | } |
---|
5189 | //--------------------------------------------------------------------- |
---|
5190 | AxisAlignedBoxSceneQuery* |
---|
5191 | SceneManager::createAABBQuery(const AxisAlignedBox& box, unsigned long mask) |
---|
5192 | { |
---|
5193 | DefaultAxisAlignedBoxSceneQuery* q = new DefaultAxisAlignedBoxSceneQuery(this); |
---|
5194 | q->setBox(box); |
---|
5195 | q->setQueryMask(mask); |
---|
5196 | return q; |
---|
5197 | } |
---|
5198 | //--------------------------------------------------------------------- |
---|
5199 | SphereSceneQuery* |
---|
5200 | SceneManager::createSphereQuery(const Sphere& sphere, unsigned long mask) |
---|
5201 | { |
---|
5202 | DefaultSphereSceneQuery* q = new DefaultSphereSceneQuery(this); |
---|
5203 | q->setSphere(sphere); |
---|
5204 | q->setQueryMask(mask); |
---|
5205 | return q; |
---|
5206 | } |
---|
5207 | //--------------------------------------------------------------------- |
---|
5208 | PlaneBoundedVolumeListSceneQuery* |
---|
5209 | SceneManager::createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes, |
---|
5210 | unsigned long mask) |
---|
5211 | { |
---|
5212 | DefaultPlaneBoundedVolumeListSceneQuery* q = new DefaultPlaneBoundedVolumeListSceneQuery(this); |
---|
5213 | q->setVolumes(volumes); |
---|
5214 | q->setQueryMask(mask); |
---|
5215 | return q; |
---|
5216 | } |
---|
5217 | |
---|
5218 | //--------------------------------------------------------------------- |
---|
5219 | RaySceneQuery* |
---|
5220 | SceneManager::createRayQuery(const Ray& ray, unsigned long mask) |
---|
5221 | { |
---|
5222 | DefaultRaySceneQuery* q = new DefaultRaySceneQuery(this); |
---|
5223 | q->setRay(ray); |
---|
5224 | q->setQueryMask(mask); |
---|
5225 | return q; |
---|
5226 | } |
---|
5227 | //--------------------------------------------------------------------- |
---|
5228 | IntersectionSceneQuery* |
---|
5229 | SceneManager::createIntersectionQuery(unsigned long mask) |
---|
5230 | { |
---|
5231 | |
---|
5232 | DefaultIntersectionSceneQuery* q = new DefaultIntersectionSceneQuery(this); |
---|
5233 | q->setQueryMask(mask); |
---|
5234 | return q; |
---|
5235 | } |
---|
5236 | //--------------------------------------------------------------------- |
---|
5237 | void SceneManager::destroyQuery(SceneQuery* query) |
---|
5238 | { |
---|
5239 | delete query; |
---|
5240 | } |
---|
5241 | //--------------------------------------------------------------------- |
---|
5242 | SceneManager::MovableObjectCollection* |
---|
5243 | SceneManager::getMovableObjectCollection(const String& typeName) |
---|
5244 | { |
---|
5245 | // lock collection mutex |
---|
5246 | OGRE_LOCK_MUTEX(mMovableObjectCollectionMapMutex) |
---|
5247 | |
---|
5248 | MovableObjectCollectionMap::iterator i = |
---|
5249 | mMovableObjectCollectionMap.find(typeName); |
---|
5250 | if (i == mMovableObjectCollectionMap.end()) |
---|
5251 | { |
---|
5252 | // create |
---|
5253 | MovableObjectCollection* newCollection = new MovableObjectCollection(); |
---|
5254 | mMovableObjectCollectionMap[typeName] = newCollection; |
---|
5255 | return newCollection; |
---|
5256 | } |
---|
5257 | else |
---|
5258 | { |
---|
5259 | return i->second; |
---|
5260 | } |
---|
5261 | } |
---|
5262 | //--------------------------------------------------------------------- |
---|
5263 | const SceneManager::MovableObjectCollection* |
---|
5264 | SceneManager::getMovableObjectCollection(const String& typeName) const |
---|
5265 | { |
---|
5266 | // lock collection mutex |
---|
5267 | OGRE_LOCK_MUTEX(mMovableObjectCollectionMapMutex) |
---|
5268 | |
---|
5269 | MovableObjectCollectionMap::const_iterator i = |
---|
5270 | mMovableObjectCollectionMap.find(typeName); |
---|
5271 | if (i == mMovableObjectCollectionMap.end()) |
---|
5272 | { |
---|
5273 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
5274 | "Object collection named '" + typeName + "' does not exist.", |
---|
5275 | "SceneManager::getMovableObjectCollection"); |
---|
5276 | } |
---|
5277 | else |
---|
5278 | { |
---|
5279 | return i->second; |
---|
5280 | } |
---|
5281 | } |
---|
5282 | //--------------------------------------------------------------------- |
---|
5283 | MovableObject* SceneManager::createMovableObject(const String& name, |
---|
5284 | const String& typeName, const NameValuePairList* params) |
---|
5285 | { |
---|
5286 | MovableObjectFactory* factory = |
---|
5287 | Root::getSingleton().getMovableObjectFactory(typeName); |
---|
5288 | // Check for duplicate names |
---|
5289 | MovableObjectCollection* objectMap = getMovableObjectCollection(typeName); |
---|
5290 | |
---|
5291 | { |
---|
5292 | OGRE_LOCK_MUTEX(objectMap->mutex) |
---|
5293 | |
---|
5294 | if (objectMap->map.find(name) != objectMap->map.end()) |
---|
5295 | { |
---|
5296 | OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM, |
---|
5297 | "An object of type '" + typeName + "' with name '" + name |
---|
5298 | + "' already exists.", |
---|
5299 | "SceneManager::createMovableObject"); |
---|
5300 | } |
---|
5301 | |
---|
5302 | MovableObject* newObj = factory->createInstance(name, this, params); |
---|
5303 | objectMap->map[name] = newObj; |
---|
5304 | return newObj; |
---|
5305 | } |
---|
5306 | |
---|
5307 | } |
---|
5308 | //--------------------------------------------------------------------- |
---|
5309 | void SceneManager::destroyMovableObject(const String& name, const String& typeName) |
---|
5310 | { |
---|
5311 | MovableObjectCollection* objectMap = getMovableObjectCollection(typeName); |
---|
5312 | MovableObjectFactory* factory = |
---|
5313 | Root::getSingleton().getMovableObjectFactory(typeName); |
---|
5314 | |
---|
5315 | { |
---|
5316 | OGRE_LOCK_MUTEX(objectMap->mutex) |
---|
5317 | |
---|
5318 | MovableObjectMap::iterator mi = objectMap->map.find(name); |
---|
5319 | if (mi != objectMap->map.end()) |
---|
5320 | { |
---|
5321 | factory->destroyInstance(mi->second); |
---|
5322 | objectMap->map.erase(mi); |
---|
5323 | } |
---|
5324 | } |
---|
5325 | } |
---|
5326 | //--------------------------------------------------------------------- |
---|
5327 | void SceneManager::destroyAllMovableObjectsByType(const String& typeName) |
---|
5328 | { |
---|
5329 | MovableObjectCollection* objectMap = getMovableObjectCollection(typeName); |
---|
5330 | MovableObjectFactory* factory = |
---|
5331 | Root::getSingleton().getMovableObjectFactory(typeName); |
---|
5332 | |
---|
5333 | { |
---|
5334 | OGRE_LOCK_MUTEX(objectMap->mutex) |
---|
5335 | MovableObjectMap::iterator i = objectMap->map.begin(); |
---|
5336 | for (; i != objectMap->map.end(); ++i) |
---|
5337 | { |
---|
5338 | // Only destroy our own |
---|
5339 | if (i->second->_getManager() == this) |
---|
5340 | { |
---|
5341 | factory->destroyInstance(i->second); |
---|
5342 | } |
---|
5343 | } |
---|
5344 | objectMap->map.clear(); |
---|
5345 | } |
---|
5346 | } |
---|
5347 | //--------------------------------------------------------------------- |
---|
5348 | void SceneManager::destroyAllMovableObjects(void) |
---|
5349 | { |
---|
5350 | // Lock collection mutex |
---|
5351 | OGRE_LOCK_MUTEX(mMovableObjectCollectionMapMutex) |
---|
5352 | |
---|
5353 | MovableObjectCollectionMap::iterator ci = mMovableObjectCollectionMap.begin(); |
---|
5354 | |
---|
5355 | for(;ci != mMovableObjectCollectionMap.end(); ++ci) |
---|
5356 | { |
---|
5357 | MovableObjectCollection* coll = ci->second; |
---|
5358 | |
---|
5359 | // lock map mutex |
---|
5360 | OGRE_LOCK_MUTEX(coll->mutex) |
---|
5361 | |
---|
5362 | if (Root::getSingleton().hasMovableObjectFactory(ci->first)) |
---|
5363 | { |
---|
5364 | // Only destroy if we have a factory instance; otherwise must be injected |
---|
5365 | MovableObjectFactory* factory = |
---|
5366 | Root::getSingleton().getMovableObjectFactory(ci->first); |
---|
5367 | MovableObjectMap::iterator i = coll->map.begin(); |
---|
5368 | for (; i != coll->map.end(); ++i) |
---|
5369 | { |
---|
5370 | if (i->second->_getManager() == this) |
---|
5371 | { |
---|
5372 | factory->destroyInstance(i->second); |
---|
5373 | } |
---|
5374 | } |
---|
5375 | } |
---|
5376 | coll->map.clear(); |
---|
5377 | } |
---|
5378 | |
---|
5379 | } |
---|
5380 | //--------------------------------------------------------------------- |
---|
5381 | MovableObject* SceneManager::getMovableObject(const String& name, const String& typeName) const |
---|
5382 | { |
---|
5383 | const MovableObjectCollection* objectMap = getMovableObjectCollection(typeName); |
---|
5384 | |
---|
5385 | { |
---|
5386 | OGRE_LOCK_MUTEX(objectMap->mutex) |
---|
5387 | MovableObjectMap::const_iterator mi = objectMap->map.find(name); |
---|
5388 | if (mi == objectMap->map.end()) |
---|
5389 | { |
---|
5390 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
5391 | "Object named '" + name + "' does not exist.", |
---|
5392 | "SceneManager::getMovableObject"); |
---|
5393 | } |
---|
5394 | return mi->second; |
---|
5395 | } |
---|
5396 | |
---|
5397 | } |
---|
5398 | //----------------------------------------------------------------------- |
---|
5399 | bool SceneManager::hasMovableObject(const String& name, const String& typeName) const |
---|
5400 | { |
---|
5401 | OGRE_LOCK_MUTEX(mMovableObjectCollectionMapMutex) |
---|
5402 | |
---|
5403 | MovableObjectCollectionMap::const_iterator i = |
---|
5404 | mMovableObjectCollectionMap.find(typeName); |
---|
5405 | if (i == mMovableObjectCollectionMap.end()) |
---|
5406 | return false; |
---|
5407 | |
---|
5408 | { |
---|
5409 | OGRE_LOCK_MUTEX(i->second->mutex) |
---|
5410 | return (i->second->map.find(name) != i->second->map.end()); |
---|
5411 | } |
---|
5412 | } |
---|
5413 | |
---|
5414 | //--------------------------------------------------------------------- |
---|
5415 | SceneManager::MovableObjectIterator |
---|
5416 | SceneManager::getMovableObjectIterator(const String& typeName) |
---|
5417 | { |
---|
5418 | MovableObjectCollection* objectMap = getMovableObjectCollection(typeName); |
---|
5419 | // Iterator not thread safe! Warned in header. |
---|
5420 | return MovableObjectIterator(objectMap->map.begin(), objectMap->map.end()); |
---|
5421 | } |
---|
5422 | //--------------------------------------------------------------------- |
---|
5423 | void SceneManager::destroyMovableObject(MovableObject* m) |
---|
5424 | { |
---|
5425 | destroyMovableObject(m->getName(), m->getMovableType()); |
---|
5426 | } |
---|
5427 | //--------------------------------------------------------------------- |
---|
5428 | void SceneManager::injectMovableObject(MovableObject* m) |
---|
5429 | { |
---|
5430 | MovableObjectCollection* objectMap = getMovableObjectCollection(m->getMovableType()); |
---|
5431 | { |
---|
5432 | OGRE_LOCK_MUTEX(objectMap->mutex) |
---|
5433 | |
---|
5434 | objectMap->map[m->getName()] = m; |
---|
5435 | } |
---|
5436 | } |
---|
5437 | //--------------------------------------------------------------------- |
---|
5438 | void SceneManager::extractMovableObject(const String& name, const String& typeName) |
---|
5439 | { |
---|
5440 | MovableObjectCollection* objectMap = getMovableObjectCollection(typeName); |
---|
5441 | { |
---|
5442 | OGRE_LOCK_MUTEX(objectMap->mutex) |
---|
5443 | MovableObjectMap::iterator mi = objectMap->map.find(name); |
---|
5444 | if (mi != objectMap->map.end()) |
---|
5445 | { |
---|
5446 | // no delete |
---|
5447 | objectMap->map.erase(mi); |
---|
5448 | } |
---|
5449 | } |
---|
5450 | |
---|
5451 | } |
---|
5452 | //--------------------------------------------------------------------- |
---|
5453 | void SceneManager::extractMovableObject(MovableObject* m) |
---|
5454 | { |
---|
5455 | extractMovableObject(m->getName(), m->getMovableType()); |
---|
5456 | } |
---|
5457 | //--------------------------------------------------------------------- |
---|
5458 | void SceneManager::extractAllMovableObjectsByType(const String& typeName) |
---|
5459 | { |
---|
5460 | MovableObjectCollection* objectMap = getMovableObjectCollection(typeName); |
---|
5461 | { |
---|
5462 | OGRE_LOCK_MUTEX(objectMap->mutex) |
---|
5463 | // no deletion |
---|
5464 | objectMap->map.clear(); |
---|
5465 | } |
---|
5466 | } |
---|
5467 | //--------------------------------------------------------------------- |
---|
5468 | void SceneManager::_injectRenderWithPass(Pass *pass, Renderable *rend, bool shadowDerivation ) |
---|
5469 | { |
---|
5470 | // render something as if it came from the current queue |
---|
5471 | const Pass *usedPass = _setPass(pass, false, shadowDerivation); |
---|
5472 | renderSingleObject(rend, usedPass, false); |
---|
5473 | } |
---|
5474 | //--------------------------------------------------------------------- |
---|
5475 | RenderSystem *SceneManager::getDestinationRenderSystem() |
---|
5476 | { |
---|
5477 | return mDestRenderSystem; |
---|
5478 | } |
---|
5479 | //--------------------------------------------------------------------- |
---|
5480 | uint32 SceneManager::_getCombinedVisibilityMask(void) const |
---|
5481 | { |
---|
5482 | return mCurrentViewport ? |
---|
5483 | mCurrentViewport->getVisibilityMask() & mVisibilityMask : mVisibilityMask; |
---|
5484 | |
---|
5485 | } |
---|
5486 | //--------------------------------------------------------------------- |
---|
5487 | const VisibleObjectsBoundsInfo& |
---|
5488 | SceneManager::getVisibleObjectsBoundsInfo(const Camera* cam) const |
---|
5489 | { |
---|
5490 | static VisibleObjectsBoundsInfo nullBox; |
---|
5491 | |
---|
5492 | CamVisibleObjectsMap::const_iterator camVisObjIt = mCamVisibleObjectsMap.find( cam ); |
---|
5493 | |
---|
5494 | if ( camVisObjIt == mCamVisibleObjectsMap.end() ) |
---|
5495 | return nullBox; |
---|
5496 | else |
---|
5497 | return camVisObjIt->second; |
---|
5498 | } |
---|
5499 | //--------------------------------------------------------------------- |
---|
5500 | const VisibleObjectsBoundsInfo& |
---|
5501 | SceneManager::getShadowCasterBoundsInfo( const Light* light ) const |
---|
5502 | { |
---|
5503 | static VisibleObjectsBoundsInfo nullBox; |
---|
5504 | |
---|
5505 | // find light |
---|
5506 | ShadowCamLightMapping::const_iterator it; |
---|
5507 | for ( it = mShadowCamLightMapping.begin() ; it != mShadowCamLightMapping.end(); ++it ) |
---|
5508 | { |
---|
5509 | if ( it->second == light ) |
---|
5510 | { |
---|
5511 | // search the camera-aab list for the texture cam |
---|
5512 | CamVisibleObjectsMap::const_iterator camIt = mCamVisibleObjectsMap.find( it->first ); |
---|
5513 | |
---|
5514 | if ( camIt == mCamVisibleObjectsMap.end() ) |
---|
5515 | { |
---|
5516 | return nullBox; |
---|
5517 | } |
---|
5518 | else |
---|
5519 | { |
---|
5520 | return camIt->second; |
---|
5521 | } |
---|
5522 | } |
---|
5523 | } |
---|
5524 | |
---|
5525 | // AAB not available |
---|
5526 | return nullBox; |
---|
5527 | } |
---|
5528 | //--------------------------------------------------------------------- |
---|
5529 | void SceneManager::setQueuedRenderableVisitor(SceneManager::SceneMgrQueuedRenderableVisitor* visitor) |
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5530 | { |
---|
5531 | if (visitor) |
---|
5532 | mActiveQueuedRenderableVisitor = visitor; |
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5533 | else |
---|
5534 | mActiveQueuedRenderableVisitor = &mDefaultQueuedRenderableVisitor; |
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5535 | } |
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5536 | //--------------------------------------------------------------------- |
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5537 | SceneManager::SceneMgrQueuedRenderableVisitor* SceneManager::getQueuedRenderableVisitor(void) const |
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5538 | { |
---|
5539 | return mActiveQueuedRenderableVisitor; |
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5540 | } |
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5541 | |
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5542 | |
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5543 | |
---|
5544 | } |
---|