[5] | 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 | |
---|
| 500 | //----------------------------------------------------------------------- |
---|
| 501 | void SceneManager::destroyEntity(const String& name) |
---|
| 502 | { |
---|
| 503 | destroyMovableObject(name, EntityFactory::FACTORY_TYPE_NAME); |
---|
| 504 | |
---|
| 505 | } |
---|
| 506 | |
---|
| 507 | //----------------------------------------------------------------------- |
---|
| 508 | void SceneManager::destroyAllEntities(void) |
---|
| 509 | { |
---|
| 510 | |
---|
| 511 | destroyAllMovableObjectsByType(EntityFactory::FACTORY_TYPE_NAME); |
---|
| 512 | } |
---|
| 513 | |
---|
| 514 | //----------------------------------------------------------------------- |
---|
| 515 | void SceneManager::destroyAllBillboardSets(void) |
---|
| 516 | { |
---|
| 517 | destroyAllMovableObjectsByType(BillboardSetFactory::FACTORY_TYPE_NAME); |
---|
| 518 | } |
---|
| 519 | //----------------------------------------------------------------------- |
---|
| 520 | ManualObject* SceneManager::createManualObject(const String& name) |
---|
| 521 | { |
---|
| 522 | return static_cast<ManualObject*>( |
---|
| 523 | createMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME)); |
---|
| 524 | } |
---|
| 525 | //----------------------------------------------------------------------- |
---|
| 526 | ManualObject* SceneManager::getManualObject(const String& name) const |
---|
| 527 | { |
---|
| 528 | return static_cast<ManualObject*>( |
---|
| 529 | getMovableObject(name, ManualObjectFactory::FACTORY_TYPE_NAME)); |
---|
| 530 | |
---|
| 531 | } |
---|
| 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) |
---|
| 5530 | { |
---|
| 5531 | if (visitor) |
---|
| 5532 | mActiveQueuedRenderableVisitor = visitor; |
---|
| 5533 | else |
---|
| 5534 | mActiveQueuedRenderableVisitor = &mDefaultQueuedRenderableVisitor; |
---|
| 5535 | } |
---|
| 5536 | //--------------------------------------------------------------------- |
---|
| 5537 | SceneManager::SceneMgrQueuedRenderableVisitor* SceneManager::getQueuedRenderableVisitor(void) const |
---|
| 5538 | { |
---|
| 5539 | return mActiveQueuedRenderableVisitor; |
---|
| 5540 | } |
---|
| 5541 | |
---|
| 5542 | |
---|
| 5543 | |
---|
| 5544 | } |
---|