mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 18:19:55 +00:00
object pickup should work everywhere
This commit is contained in:
parent
17a4adfe88
commit
53d4be5cf6
8 changed files with 198 additions and 46 deletions
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@ -47,7 +47,7 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
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matQueryArea->setDepthCheckEnabled(false); // Not occluded by objects
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MaterialPtr matQueryVisible = matBase->clone("QueryVisiblePixels");
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matQueryVisible->setDepthWriteEnabled(false);
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matQueryVisible->setColourWriteEnabled(false);
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matQueryVisible->setColourWriteEnabled(false); // Uncomment this to visualize the occlusion query
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matQueryVisible->setDepthCheckEnabled(true); // Occluded by objects
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mBBNode = mSunNode->getParentSceneNode()->createChildSceneNode();
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@ -69,13 +69,14 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
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mBBNode->attachObject(mBBQueryVisible);
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mBBQuerySingleObject = mRendering->getScene()->createBillboardSet(1);
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mBBQuerySingleObject->setDefaultDimensions(10, 10);
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mBBQuerySingleObject->setDefaultDimensions(0.01, 0.01);
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mBBQuerySingleObject->createBillboard(Vector3::ZERO);
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mBBQuerySingleObject->setMaterialName("QueryVisiblePixels");
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mBBQuerySingleObject->setRenderQueueGroup(queue);
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mObjectNode->attachObject(mBBQuerySingleObject);
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mRendering->getScene()->addRenderObjectListener(this);
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mRendering->getScene()->addRenderQueueListener(this);
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mDoQuery = true;
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}
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@ -95,8 +96,6 @@ bool OcclusionQuery::supported()
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void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
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const LightList* pLightList, bool suppressRenderStateChanges)
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{
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if (!mSupported) return;
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// The following code activates and deactivates the occlusion queries
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// so that the queries only include the rendering of their intended targets
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@ -111,26 +110,47 @@ void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass
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// Open a new occlusion query
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if (mDoQuery == true)
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{
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if (rend == mBBQueryTotal)
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mActiveQuery = mSunTotalAreaQuery;
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else if (rend == mBBQueryVisible)
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mActiveQuery = mSunVisibleAreaQuery;
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else if (rend == mBBQuerySingleObject && mQuerySingleObjectRequested)
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if (rend == mBBQueryTotal)
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{
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mQuerySingleObjectStarted = true;
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mQuerySingleObjectRequested = false;
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mActiveQuery = mSingleObjectQuery;
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mActiveQuery = mSunTotalAreaQuery;
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mWasVisible = true;
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}
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else if (rend == mBBQueryVisible)
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{
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mActiveQuery = mSunVisibleAreaQuery;
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}
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if (mActiveQuery != NULL)
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mActiveQuery->beginOcclusionQuery();
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}
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if (rend == mBBQuerySingleObject && mQuerySingleObjectRequested)
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{
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mQuerySingleObjectStarted = true;
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mQuerySingleObjectRequested = false;
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mActiveQuery = mSingleObjectQuery;
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}
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if (mActiveQuery != NULL)
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mActiveQuery->beginOcclusionQuery();
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}
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void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocation, bool& repeatThisInvocation)
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{
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if (queueGroupId == RENDER_QUEUE_SKIES_LATE && mWasVisible == false)
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{
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// for some reason our single object query returns wrong results when the sun query was never executed
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// (which can happen when we are in interiors, or when the sun is outside of the view frustum and gets culled)
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// so we force it here once everything has been rendered
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mSunTotalAreaQuery->beginOcclusionQuery();
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mSunTotalAreaQuery->endOcclusionQuery();
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mSunVisibleAreaQuery->beginOcclusionQuery();
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mSunVisibleAreaQuery->endOcclusionQuery();
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}
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}
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void OcclusionQuery::update()
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{
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if (!mSupported) return;
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mWasVisible = false;
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// Adjust the position of the sun billboards according to camera viewing distance
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// we need to do this to make sure that _everything_ can occlude the sun
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float dist = mRendering->getCamera()->getFarClipDistance();
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@ -145,8 +165,7 @@ void OcclusionQuery::update()
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mDoQuery = false;
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if (!mSunTotalAreaQuery->isStillOutstanding()
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&& !mSunVisibleAreaQuery->isStillOutstanding()
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&& !mSingleObjectQuery->isStillOutstanding())
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&& !mSunVisibleAreaQuery->isStillOutstanding())
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{
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unsigned int totalPixels;
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unsigned int visiblePixels;
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@ -165,24 +184,33 @@ void OcclusionQuery::update()
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if (mSunVisibility > 1) mSunVisibility = 1;
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}
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if (mQuerySingleObjectStarted)
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mDoQuery = true;
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}
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if (!mSingleObjectQuery->isStillOutstanding() && mQuerySingleObjectStarted)
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{
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unsigned int result;
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mSingleObjectQuery->pullOcclusionQuery(&result);
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//std::cout << "Single object query result: " << result << " pixels " << std::endl;
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mTestResult = (result != 0);
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mBBQuerySingleObject->setVisible(false);
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// restore old render queues
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for (std::vector<ObjectInfo>::iterator it=mObjectsInfo.begin();
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it!=mObjectsInfo.end(); ++it)
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{
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unsigned int visiblePixels;
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mSingleObjectQuery->pullOcclusionQuery(&visiblePixels);
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mBBQuerySingleObject->setVisible(false);
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mObject->setRenderQueueGroup(mObjectOldRenderQueue);
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mQuerySingleObjectStarted = false;
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mQuerySingleObjectRequested = false;
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if (!mRendering->getScene()->hasMovableObject((*it).name, (*it).typeName)) return;
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mRendering->getScene()->getMovableObject((*it).name, (*it).typeName)->setRenderQueueGroup( (*it).oldRenderqueue );
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}
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mDoQuery = true;
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mQuerySingleObjectStarted = false;
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mQuerySingleObjectRequested = false;
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}
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}
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void OcclusionQuery::occlusionTest(const Ogre::Vector3& position, Ogre::Entity* entity)
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void OcclusionQuery::occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object)
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{
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assert( !occlusionTestPending()
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&& "Occlusion test still pending");
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@ -190,11 +218,24 @@ void OcclusionQuery::occlusionTest(const Ogre::Vector3& position, Ogre::Entity*
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mBBQuerySingleObject->setVisible(true);
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// we don't want the object to occlude itself
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mObjectOldRenderQueue = entity->getRenderQueueGroup();
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if (mObjectOldRenderQueue < RENDER_QUEUE_MAIN+2)
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entity->setRenderQueueGroup(RENDER_QUEUE_MAIN+2);
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// put it in a render queue _after_ the occlusion query
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mObjectsInfo.clear();
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for (int i=0; i<object->numAttachedObjects(); ++i)
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{
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ObjectInfo info;
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MovableObject* obj = object->getAttachedObject(i);
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info.name = obj->getName();
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info.typeName = obj->getMovableType();
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info.oldRenderqueue = obj->getRenderQueueGroup();
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mObjectsInfo.push_back(info);
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object->getAttachedObject(i)->setRenderQueueGroup(RENDER_QUEUE_MAIN+5);
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}
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mObjectNode->setPosition(position);
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// scale proportional to camera distance, in order to always give the billboard the same size in screen-space
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mObjectNode->setScale( Vector3(1,1,1)*(position - mRendering->getCamera()->getRealPosition()).length() );
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mQuerySingleObjectRequested = true;
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}
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@ -2,6 +2,7 @@
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#define _GAME_OCCLUSION_QUERY_H
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#include <OgreRenderObjectListener.h>
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#include <OgreRenderQueueListener.h>
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namespace Ogre
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{
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@ -17,7 +18,14 @@ namespace MWRender
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///
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/// \brief Implements hardware occlusion queries on the GPU
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///
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class OcclusionQuery : public Ogre::RenderObjectListener
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struct ObjectInfo
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{
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int oldRenderqueue;
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std::string name;
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std::string typeName;
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};
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class OcclusionQuery : public Ogre::RenderObjectListener, public Ogre::RenderQueueListener
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{
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public:
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OcclusionQuery(OEngine::Render::OgreRenderer*, Ogre::SceneNode* sunNode);
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@ -36,9 +44,9 @@ namespace MWRender
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/**
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* request occlusion test for a billboard at the given position, omitting an entity
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* @param position of the billboard in ogre coordinates
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* @param entity to exclude from the occluders
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* @param object to exclude from the occluders
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*/
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void occlusionTest(const Ogre::Vector3& position, Ogre::Entity* entity);
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void occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object);
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/**
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* @return true if a request is still outstanding
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@ -66,10 +74,10 @@ namespace MWRender
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Ogre::SceneNode* mBBNode;
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float mSunVisibility;
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Ogre::Entity* mObject;
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Ogre::SceneNode* mObjectNode;
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int mObjectOldRenderQueue;
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std::vector<ObjectInfo> mObjectsInfo;
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bool mWasVisible;
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bool mTestResult;
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@ -84,6 +92,8 @@ namespace MWRender
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protected:
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virtual void notifyRenderSingleObject(Ogre::Renderable* rend, const Ogre::Pass* pass, const Ogre::AutoParamDataSource* source,
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const Ogre::LightList* pLightList, bool suppressRenderStateChanges);
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virtual void renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& repeatThisInvocation);
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};
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}
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@ -100,6 +100,7 @@ class RenderingManager: private RenderingInterface {
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void sunDisable();
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bool occlusionQuerySupported() { return mOcclusionQuery->supported(); };
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OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; };
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void setGlare(bool glare);
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void skyEnable ();
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@ -50,6 +50,33 @@ namespace MWWorld
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return mEngine->rayTest(from,to);
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}
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std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedObjects ()
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{
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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//let's avoid the capsule shape of the player.
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centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
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btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
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btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
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return mEngine->rayTest2(from,to);
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}
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btVector3 PhysicsSystem::getRayPoint(float extent)
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{
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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//let's avoid the capsule shape of the player.
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centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
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btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
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btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
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return from * (1-extent) + to * extent;
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}
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bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
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{
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bool toggleCollisionMode();
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std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
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btVector3 getRayPoint(float extent);
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std::vector < std::pair <float, std::string> > getFacedObjects ();
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// cast ray, return true if it hit something
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bool castRay(const Ogre::Vector3& from, const Ogre::Vector3& to);
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@ -498,13 +498,21 @@ namespace MWWorld
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std::string World::getFacedHandle()
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{
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std::pair<std::string, float> result = mPhysics->getFacedHandle (*this);
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if (!mRendering->occlusionQuerySupported())
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{
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std::pair<std::string, float> result = mPhysics->getFacedHandle (*this);
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if (result.first.empty() ||
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result.second>getStore().gameSettings.find ("iMaxActivateDist")->i)
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return "";
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if (result.first.empty() ||
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result.second>getStore().gameSettings.find ("iMaxActivateDist")->i)
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return "";
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return result.first;
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return result.first;
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}
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else
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{
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// updated every few frames in update()
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return mFacedHandle;
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}
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}
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void World::deleteObject (Ptr ptr)
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sun = Vector3(sun.x, -sun.z, sun.y);
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mRendering->getSkyManager()->setGlare(!mPhysics->castRay(Ogre::Vector3(p[0], p[1], p[2]), sun));
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}
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// update faced handle (object the player is looking at)
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// this uses a mixture of raycasts and occlusion queries.
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else // if (mRendering->occlusionQuerySupported())
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{
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MWRender::OcclusionQuery* query = mRendering->getOcclusionQuery();
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if (!query->occlusionTestPending())
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{
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// get result of last query
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if (mNumFacing == 0) mFacedHandle = "";
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else if (mNumFacing == 1)
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{
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bool result = query->getTestResult();
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mFacedHandle = result ? mFaced1Name : "";
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}
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else if (mNumFacing == 2)
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{
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bool result = query->getTestResult();
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mFacedHandle = result ? mFaced2Name : mFaced1Name;
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}
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// send new query
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// figure out which object we want to test against
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std::vector < std::pair < float, std::string > > results = mPhysics->getFacedObjects();
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if (results.size() == 0)
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{
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mNumFacing = 0;
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}
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else if (results.size() == 1)
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{
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mFaced1 = getPtrViaHandle(results.front().second);
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mFaced1Name = results.front().second;
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mNumFacing = 1;
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btVector3 p = mPhysics->getRayPoint(results.front().first);
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Ogre::Vector3 pos(p.x(), p.z(), -p.y());
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Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode();
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query->occlusionTest(pos, node);
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}
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else
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{
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mFaced1Name = results.front().second;
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mFaced2Name = results[1].second;
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mFaced1 = getPtrViaHandle(results.front().second);
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mFaced2 = getPtrViaHandle(results[1].second);
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mNumFacing = 2;
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btVector3 p = mPhysics->getRayPoint(results[1].first);
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Ogre::Vector3 pos(p.x(), p.z(), -p.y());
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Ogre::SceneNode* node = mFaced2.getRefData().getBaseNode();
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query->occlusionTest(pos, node);
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}
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}
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}
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}
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bool World::isCellExterior() const
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@ -93,6 +93,12 @@ namespace MWWorld
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Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
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std::string mFacedHandle;
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Ptr mFaced1;
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Ptr mFaced2;
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std::string mFaced1Name;
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std::string mFaced2Name;
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int mNumFacing;
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int getDaysPerMonth (int month) const;
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@ -241,8 +241,8 @@ namespace Physic
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static bool cmp( const std::pair<float, btCollisionObject*>& i, const std::pair<float, btCollisionObject*>& j )
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{
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if( i.first < j.first ) return false;
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if( j.first < i.first ) return true;
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if( i.first > j.first ) return false;
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if( j.first > i.first ) return true;
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return false;
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}
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