Merge remote branch 'scrawl/occlusionquery'

actorid
Marc Zinnschlag 13 years ago
commit 40310f3663

@ -15,7 +15,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
renderingmanager debugging sky player animation npcanimation creatureanimation actors objects
renderinginterface localmap water terrain terrainmaterial
renderinginterface localmap occlusionquery terrain terrainmaterial water
)
add_openmw_dir (mwinput

@ -0,0 +1,254 @@
#include "occlusionquery.hpp"
#include <OgreRenderSystem.h>
#include <OgreRoot.h>
#include <OgreBillboardSet.h>
#include <OgreHardwareOcclusionQuery.h>
#include <OgreEntity.h>
using namespace MWRender;
using namespace Ogre;
OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mSingleObjectQuery(0), mActiveQuery(0),
mDoQuery(0), mSunVisibility(0), mQuerySingleObjectStarted(false), mTestResult(false),
mQuerySingleObjectRequested(false), mWasVisible(false), mObjectWasVisible(false), mDoQuery2(false)
{
mRendering = renderer;
mSunNode = sunNode;
try {
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
mSunTotalAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSunVisibleAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSingleObjectQuery = renderSystem->createHardwareOcclusionQuery();
mSupported = (mSunTotalAreaQuery != 0) && (mSunVisibleAreaQuery != 0) && (mSingleObjectQuery != 0);
}
catch (Ogre::Exception e)
{
mSupported = false;
}
if (!mSupported)
{
std::cout << "Hardware occlusion queries not supported." << std::endl;
return;
}
// This means that everything up to RENDER_QUEUE_MAIN can occlude the objects that are tested
const int queue = RENDER_QUEUE_MAIN+1;
MaterialPtr matBase = MaterialManager::getSingleton().getByName("BaseWhiteNoLighting");
MaterialPtr matQueryArea = matBase->clone("QueryTotalPixels");
matQueryArea->setDepthWriteEnabled(false);
matQueryArea->setColourWriteEnabled(false);
matQueryArea->setDepthCheckEnabled(false); // Not occluded by objects
MaterialPtr matQueryVisible = matBase->clone("QueryVisiblePixels");
matQueryVisible->setDepthWriteEnabled(false);
matQueryVisible->setColourWriteEnabled(false); // Uncomment this to visualize the occlusion query
matQueryVisible->setDepthCheckEnabled(true); // Occluded by objects
matQueryVisible->setCullingMode(CULL_NONE);
matQueryVisible->setManualCullingMode(MANUAL_CULL_NONE);
mBBNode = mSunNode->getParentSceneNode()->createChildSceneNode();
mObjectNode = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mBBQueryTotal = mRendering->getScene()->createBillboardSet(1);
mBBQueryTotal->setDefaultDimensions(150, 150);
mBBQueryTotal->createBillboard(Vector3::ZERO);
mBBQueryTotal->setMaterialName("QueryTotalPixels");
mBBQueryTotal->setRenderQueueGroup(queue+1);
mBBNodeReal->attachObject(mBBQueryTotal);
mBBQueryVisible = mRendering->getScene()->createBillboardSet(1);
mBBQueryVisible->setDefaultDimensions(150, 150);
mBBQueryVisible->createBillboard(Vector3::ZERO);
mBBQueryVisible->setMaterialName("QueryVisiblePixels");
mBBQueryVisible->setRenderQueueGroup(queue+1);
mBBNodeReal->attachObject(mBBQueryVisible);
mBBQuerySingleObject = mRendering->getScene()->createBillboardSet(1);
/// \todo ideally this should occupy exactly 1 pixel on the screen
mBBQuerySingleObject->setDefaultDimensions(0.003, 0.003);
mBBQuerySingleObject->createBillboard(Vector3::ZERO);
mBBQuerySingleObject->setMaterialName("QueryVisiblePixels");
mBBQuerySingleObject->setRenderQueueGroup(queue);
mObjectNode->attachObject(mBBQuerySingleObject);
mRendering->getScene()->addRenderObjectListener(this);
mRendering->getScene()->addRenderQueueListener(this);
mDoQuery = true;
mDoQuery2 = true;
}
OcclusionQuery::~OcclusionQuery()
{
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
if (mSunTotalAreaQuery) renderSystem->destroyHardwareOcclusionQuery(mSunTotalAreaQuery);
if (mSunVisibleAreaQuery) renderSystem->destroyHardwareOcclusionQuery(mSunVisibleAreaQuery);
if (mSingleObjectQuery) renderSystem->destroyHardwareOcclusionQuery(mSingleObjectQuery);
}
bool OcclusionQuery::supported()
{
return mSupported;
}
void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
const LightList* pLightList, bool suppressRenderStateChanges)
{
// The following code activates and deactivates the occlusion queries
// so that the queries only include the rendering of their intended targets
// Close the last occlusion query
// Each occlusion query should only last a single rendering
if (mActiveQuery != NULL)
{
mActiveQuery->endOcclusionQuery();
mActiveQuery = NULL;
}
// Open a new occlusion query
if (mDoQuery == true)
{
if (rend == mBBQueryTotal)
{
mActiveQuery = mSunTotalAreaQuery;
mWasVisible = true;
}
else if (rend == mBBQueryVisible)
{
mActiveQuery = mSunVisibleAreaQuery;
}
}
if (mDoQuery == true && rend == mBBQuerySingleObject)
{
mQuerySingleObjectStarted = true;
mQuerySingleObjectRequested = false;
mActiveQuery = mSingleObjectQuery;
mObjectWasVisible = true;
}
if (mActiveQuery != NULL)
mActiveQuery->beginOcclusionQuery();
}
void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocation, bool& repeatThisInvocation)
{
if (mActiveQuery != NULL)
{
mActiveQuery->endOcclusionQuery();
mActiveQuery = NULL;
}
/**
* for every beginOcclusionQuery(), we want a respective pullOcclusionQuery() and vice versa
* this also means that results can be wrong at other places if we pull, but beginOcclusionQuery() was never called
* this can happen for example if the object that is tested is outside of the view frustum
* to prevent this, check if the queries have been performed after everything has been rendered and if not, start them manually
*/
if (queueGroupId == RENDER_QUEUE_SKIES_LATE)
{
if (mWasVisible == false && mDoQuery)
{
mSunTotalAreaQuery->beginOcclusionQuery();
mSunTotalAreaQuery->endOcclusionQuery();
mSunVisibleAreaQuery->beginOcclusionQuery();
mSunVisibleAreaQuery->endOcclusionQuery();
}
if (mObjectWasVisible == false && mDoQuery)
{
mSingleObjectQuery->beginOcclusionQuery();
mSingleObjectQuery->endOcclusionQuery();
mQuerySingleObjectStarted = true;
mQuerySingleObjectRequested = false;
}
}
}
void OcclusionQuery::update(float duration)
{
if (!mSupported) return;
mWasVisible = false;
mObjectWasVisible = false;
// Adjust the position of the sun billboards according to camera viewing distance
// we need to do this to make sure that _everything_ can occlude the sun
float dist = mRendering->getCamera()->getFarClipDistance();
if (dist==0) dist = 10000000;
dist -= 1000; // bias
dist /= 1000.f;
mBBNode->setPosition(mSunNode->getPosition() * dist);
mBBNode->setScale(dist, dist, dist);
mBBNodeReal->setPosition(mBBNode->_getDerivedPosition());
mBBNodeReal->setScale(mBBNode->getScale());
// Stop occlusion queries until we get their information
// (may not happen on the same frame they are requested in)
mDoQuery = false;
mDoQuery2 = false;
if (!mSunTotalAreaQuery->isStillOutstanding()
&& !mSunVisibleAreaQuery->isStillOutstanding()
&& !mSingleObjectQuery->isStillOutstanding())
{
unsigned int totalPixels;
unsigned int visiblePixels;
mSunTotalAreaQuery->pullOcclusionQuery(&totalPixels);
mSunVisibleAreaQuery->pullOcclusionQuery(&visiblePixels);
if (totalPixels == 0)
{
// probably outside of the view frustum
mSunVisibility = 0;
}
else
{
mSunVisibility = float(visiblePixels) / float(totalPixels);
if (mSunVisibility > 1) mSunVisibility = 1;
}
unsigned int result;
mSingleObjectQuery->pullOcclusionQuery(&result);
mTestResult = (result != 0);
mQuerySingleObjectStarted = false;
mQuerySingleObjectRequested = false;
mDoQuery = true;
}
}
void OcclusionQuery::occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object)
{
assert( !occlusionTestPending()
&& "Occlusion test still pending");
mBBQuerySingleObject->setVisible(true);
mObjectNode->setPosition(position);
// scale proportional to camera distance, in order to always give the billboard the same size in screen-space
mObjectNode->setScale( Vector3(1,1,1)*(position - mRendering->getCamera()->getRealPosition()).length() );
mQuerySingleObjectRequested = true;
}
bool OcclusionQuery::occlusionTestPending()
{
return (mQuerySingleObjectRequested || mQuerySingleObjectStarted);
}
bool OcclusionQuery::getTestResult()
{
assert( !occlusionTestPending()
&& "Occlusion test still pending");
return mTestResult;
}

@ -0,0 +1,95 @@
#ifndef _GAME_OCCLUSION_QUERY_H
#define _GAME_OCCLUSION_QUERY_H
#include <OgreRenderObjectListener.h>
#include <OgreRenderQueueListener.h>
namespace Ogre
{
class HardwareOcclusionQuery;
class Entity;
class SceneNode;
}
#include <openengine/ogre/renderer.hpp>
namespace MWRender
{
///
/// \brief Implements hardware occlusion queries on the GPU
///
class OcclusionQuery : public Ogre::RenderObjectListener, public Ogre::RenderQueueListener
{
public:
OcclusionQuery(OEngine::Render::OgreRenderer*, Ogre::SceneNode* sunNode);
~OcclusionQuery();
/**
* @return true if occlusion queries are supported on the user's hardware
*/
bool supported();
/**
* per-frame update
*/
void update(float duration);
/**
* request occlusion test for a billboard at the given position, omitting an entity
* @param position of the billboard in ogre coordinates
* @param object to exclude from the occluders
*/
void occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object);
/**
* @return true if a request is still outstanding
*/
bool occlusionTestPending();
/**
* @return true if the object tested in the last request was occluded
*/
bool getTestResult();
float getSunVisibility() const {return mSunVisibility;};
private:
Ogre::HardwareOcclusionQuery* mSunTotalAreaQuery;
Ogre::HardwareOcclusionQuery* mSunVisibleAreaQuery;
Ogre::HardwareOcclusionQuery* mSingleObjectQuery;
Ogre::HardwareOcclusionQuery* mActiveQuery;
Ogre::BillboardSet* mBBQueryVisible;
Ogre::BillboardSet* mBBQueryTotal;
Ogre::BillboardSet* mBBQuerySingleObject;
Ogre::SceneNode* mSunNode;
Ogre::SceneNode* mBBNode;
Ogre::SceneNode* mBBNodeReal;
float mSunVisibility;
Ogre::SceneNode* mObjectNode;
bool mWasVisible;
bool mObjectWasVisible;
bool mTestResult;
bool mSupported;
bool mDoQuery;
bool mDoQuery2;
bool mQuerySingleObjectRequested;
bool mQuerySingleObjectStarted;
OEngine::Render::OgreRenderer* mRendering;
protected:
virtual void notifyRenderSingleObject(Ogre::Renderable* rend, const Ogre::Pass* pass, const Ogre::AutoParamDataSource* source,
const Ogre::LightList* pLightList, bool suppressRenderStateChanges);
virtual void renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& repeatThisInvocation);
};
}
#endif

@ -46,9 +46,6 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
mMwRoot->pitch(Degree(-90));
mObjects.setMwRoot(mMwRoot);
mActors.setMwRoot(mMwRoot);
//used to obtain ingame information of ogre objects (which are faced or selected)
mRaySceneQuery = mRendering.getScene()->createRayQuery(Ray());
Ogre::SceneNode *playerNode = mMwRoot->createChildSceneNode ("player");
playerNode->pitch(Degree(90));
@ -59,10 +56,10 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
//mSkyManager = 0;
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment);
mOcclusionQuery = new OcclusionQuery(&mRendering, mSkyManager->getSunNode());
mWater = 0;
mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
mSun = 0;
@ -76,6 +73,7 @@ RenderingManager::~RenderingManager ()
delete mSkyManager;
delete mTerrainManager;
delete mLocalMap;
delete mOcclusionQuery;
}
MWRender::SkyManager* RenderingManager::getSkyManager()
@ -166,9 +164,13 @@ void RenderingManager::moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Ve
void RenderingManager::update (float duration){
mActors.update (duration);
mOcclusionQuery->update(duration);
mSkyManager->update(duration);
mSkyManager->setGlare(mOcclusionQuery->getSunVisibility());
mRendering.update(duration);
mLocalMap->updatePlayer( mRendering.getCamera()->getRealPosition(), mRendering.getCamera()->getRealDirection() );

@ -27,6 +27,7 @@
#include "player.hpp"
#include "water.hpp"
#include "localmap.hpp"
#include "occlusionquery.hpp"
namespace Ogre
{
@ -108,6 +109,9 @@ class RenderingManager: private RenderingInterface {
void sunEnable();
void sunDisable();
bool occlusionQuerySupported() { return mOcclusionQuery->supported(); };
OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; };
void setGlare(bool glare);
void skyEnable ();
void skyDisable ();
@ -145,10 +149,12 @@ class RenderingManager: private RenderingInterface {
SkyManager* mSkyManager;
MWRender::Water *mWater;
OcclusionQuery* mOcclusionQuery;
TerrainManager* mTerrainManager;
MWRender::Water *mWater;
OEngine::Render::OgreRenderer &mRendering;
MWRender::Objects mObjects;
@ -164,7 +170,6 @@ class RenderingManager: private RenderingInterface {
/// that the OGRE coordinate system matches that used internally in
/// Morrowind.
Ogre::SceneNode *mMwRoot;
Ogre::RaySceneQuery *mRaySceneQuery;
OEngine::Physic::PhysicEngine* mPhysicsEngine;

@ -12,6 +12,7 @@
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "occlusionquery.hpp"
using namespace MWRender;
using namespace Ogre;
@ -30,7 +31,7 @@ BillboardObject::BillboardObject()
void BillboardObject::setVisible(const bool visible)
{
mNode->setVisible(visible);
mBBSet->setVisible(visible);
}
void BillboardObject::setSize(const float size)
@ -88,7 +89,7 @@ void BillboardObject::init(const String& textureName,
/// \todo These billboards are not 100% correct, might want to revisit them later
mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
mBBSet->setDefaultDimensions(550.f*initialSize, 550.f*initialSize);
mBBSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2);
mBBSet->setRenderQueueGroup(RENDER_QUEUE_MAIN+2);
mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
mBBSet->setCommonDirection( -position.normalisedCopy() );
mNode = rootNode->createChildSceneNode();
@ -319,8 +320,8 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
, mThunderTextureUnit(NULL)
, mRemainingTransitionTime(0.0f)
, mGlareFade(0.0f)
, mGlare(0.0f)
, mEnabled(true)
, mGlareEnabled(true)
, mSunEnabled(true)
, mMasserEnabled(true)
, mSecundaEnabled(true)
@ -592,10 +593,23 @@ void SkyManager::update(float duration)
mMasser->setPhase( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
mSecunda->setPhase ( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
// increase the strength of the sun glare effect depending
// on how directly the player is looking at the sun
if (mSunEnabled)
{
// take 1/5 sec for fading the glare effect from invisible to full
if (mGlareFade > mGlare)
{
mGlareFade -= duration*5;
if (mGlareFade < mGlare) mGlareFade = mGlare;
}
else if (mGlareFade < mGlare)
{
mGlareFade += duration*5;
if (mGlareFade > mGlare) mGlareFade = mGlare;
}
// increase the strength of the sun glare effect depending
// on how directly the player is looking at the sun
Vector3 sun = mSunGlare->getPosition();
sun = Vector3(sun.x, sun.z, -sun.y);
Vector3 cam = mViewport->getCamera()->getRealDirection();
@ -603,21 +617,10 @@ void SkyManager::update(float duration)
float val = 1- (angle.valueDegrees() / 180.f);
val = (val*val*val*val)*2;
if (mGlareEnabled)
{
mGlareFade += duration*3;
if (mGlareFade > 1) mGlareFade = 1;
}
else
{
mGlareFade -= duration*3;
if (mGlareFade < 0.3) mGlareFade = 0;
}
mSunGlare->setSize(val * (mGlareFade));
mSunGlare->setSize(val * mGlareFade);
}
mSunGlare->setVisible(mGlareFade>0 && mSunEnabled);
mSunGlare->setVisible(mSunEnabled);
mSun->setVisible(mSunEnabled);
mMasser->setVisible(mMasserEnabled);
mSecunda->setVisible(mSecundaEnabled);
@ -719,15 +722,15 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
else
strength = 1.f;
mSunGlare->setVisibility(weather.mGlareView * strength);
mSun->setVisibility(strength);
mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength);
mSun->setVisibility(mGlareFade >= 0.5 ? weather.mGlareView * mGlareFade * strength : 0);
mAtmosphereNight->setVisible(weather.mNight && mEnabled);
}
void SkyManager::setGlare(bool glare)
void SkyManager::setGlare(const float glare)
{
mGlareEnabled = glare;
mGlare = glare;
}
Vector3 SkyManager::getRealSunPos()
@ -812,3 +815,8 @@ void SkyManager::setDate(int day, int month)
mDay = day;
mMonth = month;
}
Ogre::SceneNode* SkyManager::getSunNode()
{
return mSun->getNode();
}

@ -109,58 +109,60 @@ namespace MWRender
public:
SkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera, MWWorld::Environment* env);
~SkyManager();
void update(float duration);
void enable();
void disable();
void setHour (double hour);
///< will be called even when sky is disabled.
void setDate (int day, int month);
///< will be called even when sky is disabled.
int getMasserPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
int getSecundaPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
void setMoonColour (bool red);
///< change Secunda colour to red
void setCloudsOpacity(float opacity);
///< change opacity of the clouds
void setWeather(const MWWorld::WeatherResult& weather);
Ogre::SceneNode* getSunNode();
void sunEnable();
void sunDisable();
void setSunDirection(const Ogre::Vector3& direction);
void setMasserDirection(const Ogre::Vector3& direction);
void setSecundaDirection(const Ogre::Vector3& direction);
void setMasserFade(const float fade);
void setSecundaFade(const float fade);
void masserEnable();
void masserDisable();
void secundaEnable();
void secundaDisable();
void setThunder(const float factor);
void setGlare(bool glare);
void setGlare(const float glare);
Ogre::Vector3 getRealSunPos();
private:
@ -203,12 +205,12 @@ namespace MWRender
float mRemainingTransitionTime;
float mGlareFade;
float mGlare; // target
float mGlareFade; // actual
void ModVertexAlpha(Ogre::Entity* ent, unsigned int meshType);
bool mEnabled;
bool mGlareEnabled;
bool mSunEnabled;
bool mMasserEnabled;
bool mSecundaEnabled;

@ -50,6 +50,28 @@ namespace MWWorld
return mEngine->rayTest(from,to);
}
std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedObjects ()
{
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
mRender.getViewport()->getWidth()/2,
mRender.getViewport()->getHeight()/2);
btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
return mEngine->rayTest2(from,to);
}
btVector3 PhysicsSystem::getRayPoint(float extent)
{
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
mRender.getViewport()->getWidth()/2,
mRender.getViewport()->getHeight()/2);
btVector3 result(centerRay.getPoint(500*extent).x,-centerRay.getPoint(500*extent).z,centerRay.getPoint(500*extent).y);
return result;
}
bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
{

@ -35,7 +35,11 @@ namespace MWWorld
bool toggleCollisionMode();
std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
btVector3 getRayPoint(float extent);
std::vector < std::pair <float, std::string> > getFacedObjects ();
// cast ray, return true if it hit something
bool castRay(const Ogre::Vector3& from, const Ogre::Vector3& to);

@ -157,7 +157,8 @@ namespace MWWorld
const std::string& master, const boost::filesystem::path& resDir,
bool newGame, Environment& environment, const std::string& encoding)
: mPlayer (0), mLocalScripts (mStore), mGlobalVariables (0),
mSky (true), mEnvironment (environment), mNextDynamicRecord (0), mCells (mStore, mEsm, *this)
mSky (true), mEnvironment (environment), mNextDynamicRecord (0), mCells (mStore, mEsm, *this),
mNumFacing(0)
{
mPhysics = new PhysicsSystem(renderer);
mPhysEngine = mPhysics->getEngine();
@ -498,13 +499,21 @@ namespace MWWorld
std::string World::getFacedHandle()
{
std::pair<std::string, float> result = mPhysics->getFacedHandle (*this);
if (!mRendering->occlusionQuerySupported())
{
std::pair<std::string, float> result = mPhysics->getFacedHandle (*this);
if (result.first.empty() ||
result.second>getStore().gameSettings.find ("iMaxActivateDist")->i)
return "";
if (result.first.empty() ||
result.second>getStore().gameSettings.find ("iMaxActivateDist")->i)
return "";
return result.first;
return result.first;
}
else
{
// updated every few frames in update()
return mFacedHandle;
}
}
void World::deleteObject (Ptr ptr)
@ -706,13 +715,82 @@ namespace MWWorld
mWeatherManager->update (duration);
// cast a ray from player to sun to detect if the sun is visible
// this is temporary until we find a better place to put this code
// currently its here because we need to access the physics system
float* p = mPlayer->getPlayer().getRefData().getPosition().pos;
Vector3 sun = mRendering->getSkyManager()->getRealSunPos();
sun = Vector3(sun.x, -sun.z, sun.y);
mRendering->getSkyManager()->setGlare(!mPhysics->castRay(Ogre::Vector3(p[0], p[1], p[2]), sun));
if (!mRendering->occlusionQuerySupported())
{
// cast a ray from player to sun to detect if the sun is visible
// this is temporary until we find a better place to put this code
// currently its here because we need to access the physics system
float* p = mPlayer->getPlayer().getRefData().getPosition().pos;
Vector3 sun = mRendering->getSkyManager()->getRealSunPos();
sun = Vector3(sun.x, -sun.z, sun.y);
mRendering->getSkyManager()->setGlare(!mPhysics->castRay(Ogre::Vector3(p[0], p[1], p[2]), sun));
}
// update faced handle (object the player is looking at)
// this uses a mixture of raycasts and occlusion queries.
else // if (mRendering->occlusionQuerySupported())
{
MWRender::OcclusionQuery* query = mRendering->getOcclusionQuery();
if (!query->occlusionTestPending())
{
// get result of last query
if (mNumFacing == 0) mFacedHandle = "";
else if (mNumFacing == 1)
{
bool result = query->getTestResult();
mFacedHandle = result ? mFaced1Name : "";
}
else if (mNumFacing == 2)
{
bool result = query->getTestResult();
mFacedHandle = result ? mFaced2Name : mFaced1Name;
}
// send new query
// figure out which object we want to test against
std::vector < std::pair < float, std::string > > results = mPhysics->getFacedObjects();
// ignore the player
for (std::vector < std::pair < float, std::string > >::iterator it = results.begin();
it != results.end(); ++it)
{
if ( (*it).second == mPlayer->getPlayer().getRefData().getHandle() )
{
results.erase(it);
break;
}
}
if (results.size() == 0)
{
mNumFacing = 0;
}
else if (results.size() == 1)
{
mFaced1 = getPtrViaHandle(results.front().second);
mFaced1Name = results.front().second;
mNumFacing = 1;
btVector3 p = mPhysics->getRayPoint(results.front().first);
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode();
query->occlusionTest(pos, node);
}
else
{
mFaced1Name = results.front().second;
mFaced2Name = results[1].second;
mFaced1 = getPtrViaHandle(results.front().second);
mFaced2 = getPtrViaHandle(results[1].second);
mNumFacing = 2;
btVector3 p = mPhysics->getRayPoint(results[1].first);
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
Ogre::SceneNode* node = mFaced2.getRefData().getBaseNode();
query->occlusionTest(pos, node);
}
}
}
}
bool World::isCellExterior() const

@ -93,6 +93,12 @@ namespace MWWorld
Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
std::string mFacedHandle;
Ptr mFaced1;
Ptr mFaced2;
std::string mFaced1Name;
std::string mFaced2Name;
int mNumFacing;
int getDaysPerMonth (int month) const;

@ -426,4 +426,35 @@ namespace Physic
return std::pair<std::string,float>(name,d);
}
std::vector< std::pair<float, std::string> > PhysicEngine::rayTest2(btVector3& from, btVector3& to)
{
MyRayResultCallback resultCallback1;
resultCallback1.m_collisionFilterMask = COL_WORLD;
dynamicsWorld->rayTest(from, to, resultCallback1);
std::vector< std::pair<float, btCollisionObject*> > results = resultCallback1.results;
MyRayResultCallback resultCallback2;
resultCallback2.m_collisionFilterMask = COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL;
dynamicsWorld->rayTest(from, to, resultCallback2);
std::vector< std::pair<float, btCollisionObject*> > actorResults = resultCallback2.results;
std::vector< std::pair<float, std::string> > results2;
for (std::vector< std::pair<float, btCollisionObject*> >::iterator it=results.begin();
it != results.end(); ++it)
{
results2.push_back( std::make_pair( (*it).first, static_cast<RigidBody&>(*(*it).second).mName ) );
}
for (std::vector< std::pair<float, btCollisionObject*> >::iterator it=actorResults.begin();
it != actorResults.end(); ++it)
{
results2.push_back( std::make_pair( (*it).first, static_cast<PairCachingGhostObject&>(*(*it).second).mName ) );
}
std::sort(results2.begin(), results2.end(), MyRayResultCallback::cmp);
return results2;
}
}};

@ -206,6 +206,11 @@ namespace Physic
*/
std::pair<std::string,float> rayTest(btVector3& from,btVector3& to);
/**
* Return all objects hit by a ray.
*/
std::vector< std::pair<float, std::string> > rayTest2(btVector3& from, btVector3& to);
//event list of non player object
std::list<PhysicEvent> NPEventList;
@ -235,6 +240,25 @@ namespace Physic
bool mDebugActive;
};
struct MyRayResultCallback : public btCollisionWorld::RayResultCallback
{
virtual btScalar addSingleResult( btCollisionWorld::LocalRayResult& rayResult, bool bNormalInWorldSpace)
{
results.push_back( std::make_pair(rayResult.m_hitFraction, rayResult.m_collisionObject) );
return rayResult.m_hitFraction;
}
static bool cmp( const std::pair<float, std::string>& i, const std::pair<float, std::string>& j )
{
if( i.first > j.first ) return false;
if( j.first > i.first ) return true;
return false;
}
std::vector < std::pair<float, btCollisionObject*> > results;
};
}}
#endif

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