diff --git a/apps/openmw/CMakeLists.txt b/apps/openmw/CMakeLists.txt index 2d49a414c..3dabc9ac8 100644 --- a/apps/openmw/CMakeLists.txt +++ b/apps/openmw/CMakeLists.txt @@ -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 diff --git a/apps/openmw/mwrender/occlusionquery.cpp b/apps/openmw/mwrender/occlusionquery.cpp new file mode 100644 index 000000000..cc3464c64 --- /dev/null +++ b/apps/openmw/mwrender/occlusionquery.cpp @@ -0,0 +1,254 @@ +#include "occlusionquery.hpp" + +#include +#include +#include +#include +#include + +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; +} diff --git a/apps/openmw/mwrender/occlusionquery.hpp b/apps/openmw/mwrender/occlusionquery.hpp new file mode 100644 index 000000000..ebdc51311 --- /dev/null +++ b/apps/openmw/mwrender/occlusionquery.hpp @@ -0,0 +1,95 @@ +#ifndef _GAME_OCCLUSION_QUERY_H +#define _GAME_OCCLUSION_QUERY_H + +#include +#include + +namespace Ogre +{ + class HardwareOcclusionQuery; + class Entity; + class SceneNode; +} + +#include + +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 diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index c947b67f5..3d715b3d3 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -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() ); diff --git a/apps/openmw/mwrender/renderingmanager.hpp b/apps/openmw/mwrender/renderingmanager.hpp index a4bef5384..01decf57c 100644 --- a/apps/openmw/mwrender/renderingmanager.hpp +++ b/apps/openmw/mwrender/renderingmanager.hpp @@ -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; diff --git a/apps/openmw/mwrender/sky.cpp b/apps/openmw/mwrender/sky.cpp index a41bc21e0..265008e34 100644 --- a/apps/openmw/mwrender/sky.cpp +++ b/apps/openmw/mwrender/sky.cpp @@ -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( (int) ((mDay % 32)/4.f)) ); mSecunda->setPhase ( static_cast( (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(); +} diff --git a/apps/openmw/mwrender/sky.hpp b/apps/openmw/mwrender/sky.hpp index bf52afd8d..508af7673 100644 --- a/apps/openmw/mwrender/sky.hpp +++ b/apps/openmw/mwrender/sky.hpp @@ -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; diff --git a/apps/openmw/mwworld/physicssystem.cpp b/apps/openmw/mwworld/physicssystem.cpp index bb2f9f8a9..83c3ef2ba 100644 --- a/apps/openmw/mwworld/physicssystem.cpp +++ b/apps/openmw/mwworld/physicssystem.cpp @@ -50,6 +50,28 @@ namespace MWWorld return mEngine->rayTest(from,to); } + + std::vector < std::pair > 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) { diff --git a/apps/openmw/mwworld/physicssystem.hpp b/apps/openmw/mwworld/physicssystem.hpp index 78cbde083..7b2d77325 100644 --- a/apps/openmw/mwworld/physicssystem.hpp +++ b/apps/openmw/mwworld/physicssystem.hpp @@ -35,7 +35,11 @@ namespace MWWorld bool toggleCollisionMode(); std::pair getFacedHandle (MWWorld::World& world); - + + btVector3 getRayPoint(float extent); + + std::vector < std::pair > getFacedObjects (); + // cast ray, return true if it hit something bool castRay(const Ogre::Vector3& from, const Ogre::Vector3& to); diff --git a/apps/openmw/mwworld/world.cpp b/apps/openmw/mwworld/world.cpp index e6d44dd8c..6f03fa37f 100644 --- a/apps/openmw/mwworld/world.cpp +++ b/apps/openmw/mwworld/world.cpp @@ -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 result = mPhysics->getFacedHandle (*this); + if (!mRendering->occlusionQuerySupported()) + { + std::pair 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 diff --git a/apps/openmw/mwworld/world.hpp b/apps/openmw/mwworld/world.hpp index bfc33ae3d..7f8b7e861 100644 --- a/apps/openmw/mwworld/world.hpp +++ b/apps/openmw/mwworld/world.hpp @@ -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; diff --git a/libs/openengine/bullet/physic.cpp b/libs/openengine/bullet/physic.cpp index cc1f907a0..e7da9f085 100644 --- a/libs/openengine/bullet/physic.cpp +++ b/libs/openengine/bullet/physic.cpp @@ -426,4 +426,35 @@ namespace Physic return std::pair(name,d); } + + std::vector< std::pair > PhysicEngine::rayTest2(btVector3& from, btVector3& to) + { + MyRayResultCallback resultCallback1; + resultCallback1.m_collisionFilterMask = COL_WORLD; + dynamicsWorld->rayTest(from, to, resultCallback1); + std::vector< std::pair > results = resultCallback1.results; + + MyRayResultCallback resultCallback2; + resultCallback2.m_collisionFilterMask = COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL; + dynamicsWorld->rayTest(from, to, resultCallback2); + std::vector< std::pair > actorResults = resultCallback2.results; + + std::vector< std::pair > results2; + + for (std::vector< std::pair >::iterator it=results.begin(); + it != results.end(); ++it) + { + results2.push_back( std::make_pair( (*it).first, static_cast(*(*it).second).mName ) ); + } + + for (std::vector< std::pair >::iterator it=actorResults.begin(); + it != actorResults.end(); ++it) + { + results2.push_back( std::make_pair( (*it).first, static_cast(*(*it).second).mName ) ); + } + + std::sort(results2.begin(), results2.end(), MyRayResultCallback::cmp); + + return results2; + } }}; diff --git a/libs/openengine/bullet/physic.hpp b/libs/openengine/bullet/physic.hpp index 16dac96f4..8d177efda 100644 --- a/libs/openengine/bullet/physic.hpp +++ b/libs/openengine/bullet/physic.hpp @@ -206,6 +206,11 @@ namespace Physic */ std::pair rayTest(btVector3& from,btVector3& to); + /** + * Return all objects hit by a ray. + */ + std::vector< std::pair > rayTest2(btVector3& from, btVector3& to); + //event list of non player object std::list 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& i, const std::pair& j ) + { + if( i.first > j.first ) return false; + if( j.first > i.first ) return true; + return false; + } + + std::vector < std::pair > results; + }; + }} #endif