Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/shaders_merge/src/orxonox/RenderQueueListener.cc @ 11074

Last change on this file since 11074 was 11074, checked in by landauf, 8 years ago

eol-style native

  • Property svn:eol-style set to native
File size: 5.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30/**
31  @file RenderQueueListener.cc
32  @brief Implementation of the RenderQueueListener class.
33*/
34
35#include "RenderQueueListener.h"
36
37#include <OgreRoot.h>
38#include <OgreRenderQueueListener.h>
39#include <OgreHardwareOcclusionQuery.h>
40
41namespace orxonox
42{
43    RenderQueueListener::RenderQueueListener() : pixelCount_(0), pixelState_(RenderQueueListener::READY_FOR_RENDER)
44    {
45        hardwareOcclusionQuery_ = Ogre::Root::getSingleton().getRenderSystem()->createHardwareOcclusionQuery(); //create a new HOQ for the scene this listener is used in
46    }
47   
48    RenderQueueListener::~RenderQueueListener()
49    {
50        Ogre::Root::getSingleton().getRenderSystem()->destroyHardwareOcclusionQuery(hardwareOcclusionQuery_); //destroy the created HOQ
51    }
52   
53    /**
54    @brief
55    This function is returning the current pixel count and resets the pixel state if we're ready to do another Hardware Occlusion Query
56   
57    @return
58    current pixel count taken from the last Hardware Occlusion Query
59    */
60    unsigned int RenderQueueListener::getPixelCount()
61    {
62        if(this->pixelState_==RenderQueueListener::READY_FOR_ACCESS)
63        {
64            this->hardwareOcclusionQuery_->pullOcclusionQuery(&(this->pixelCount_));
65            this->pixelState_=RenderQueueListener::READY_FOR_RENDER;
66        }
67        return this->pixelCount_;
68    }
69   
70    /**
71    @brief
72    This function is called just before a RenderQueueGroup is rendered, this function is called by Ogre automatically with the correct parameters.
73
74    In this case we use it to set the stencil buffer parameters of the render system and issue a Hardware Occlusion Query
75    */
76    void RenderQueueListener::renderQueueStarted(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& skipThisInvocation)
77    {
78        if (queueGroupId == RENDER_QUEUE_STENCIL_OBJECTS)
79        { 
80            Ogre::RenderSystem * renderSystem = Ogre::Root::getSingleton().getRenderSystem(); 
81
82            renderSystem->clearFrameBuffer(Ogre::FBT_STENCIL); 
83            renderSystem->setStencilCheckEnabled(true); 
84            renderSystem->setStencilBufferParams(Ogre::CMPF_ALWAYS_PASS,
85                STENCIL_VALUE_FOR_GLOW, STENCIL_FULL_MASK, 
86                Ogre::SOP_KEEP,Ogre::SOP_KEEP,Ogre::SOP_REPLACE,false);       
87        } 
88        if (queueGroupId == RENDER_QUEUE_STENCIL_GLOW)
89        { 
90            Ogre::RenderSystem * renderSystem = Ogre::Root::getSingleton().getRenderSystem(); 
91            renderSystem->setStencilCheckEnabled(true); 
92            renderSystem->setStencilBufferParams(Ogre::CMPF_NOT_EQUAL,
93                STENCIL_VALUE_FOR_GLOW, STENCIL_FULL_MASK, 
94                Ogre::SOP_KEEP,Ogre::SOP_KEEP,Ogre::SOP_REPLACE,false);       
95        }
96        if (queueGroupId == RENDER_QUEUE_HOQ && this->pixelState_==RenderQueueListener::READY_FOR_RENDER)
97        { 
98            this->hardwareOcclusionQuery_->beginOcclusionQuery();
99            this->pixelState_=RenderQueueListener::QUERY_STARTED;
100            //TODO: Skip this rendering step altogheter if we haven't requested the pixel count yet, not sure if this is possible without a custom SceneManager
101        }
102    }
103   
104    /**
105    @brief
106        This function is called just after a RenderQueueGroup has been rendered, this function is called by Ogre automatically with the correct parameters.
107       
108        in this case we use it to unset the stencil buffer parameters, so the rest of the render queue is unaffected by it.
109    */
110    void RenderQueueListener::renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& repeatThisInvocation)
111    {
112        if (queueGroupId == RENDER_QUEUE_STENCIL_LAST) 
113        {
114            Ogre::RenderSystem * renderSystem = Ogre::Root::getSingleton().getRenderSystem(); 
115            renderSystem->setStencilCheckEnabled(false); 
116            renderSystem->setStencilBufferParams(); 
117        }
118        if (queueGroupId == RENDER_QUEUE_HOQ && this->pixelState_==RenderQueueListener::QUERY_STARTED)
119        {
120            this->hardwareOcclusionQuery_->endOcclusionQuery();
121            this->pixelState_=RenderQueueListener::READY_FOR_ACCESS;
122        }
123    }
124}
Note: See TracBrowser for help on using the repository browser.