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209 lines
6.7 KiB
C++
209 lines
6.7 KiB
C++
#include "occlusionquery.hpp"
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#include <OgreRenderSystem.h>
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#include <OgreRoot.h>
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#include <OgreBillboardSet.h>
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#include <OgreHardwareOcclusionQuery.h>
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#include <OgreEntity.h>
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#include <OgreSubEntity.h>
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#include <OgreMeshManager.h>
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#include <OgreMaterialManager.h>
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#include <OgreCamera.h>
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#include <OgreSceneNode.h>
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#include <OgreMesh.h>
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#include "renderconst.hpp"
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using namespace MWRender;
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using namespace Ogre;
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OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
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mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mActiveQuery(0),
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mBBQueryVisible(0), mBBQueryTotal(0), mSunNode(sunNode), mBBNodeReal(0),
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mSunVisibility(0),
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mWasVisible(false),
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mActive(false),
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mFirstFrame(true),
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mDoQuery(0),
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mRendering(renderer)
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{
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try {
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RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
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mSunTotalAreaQuery = renderSystem->createHardwareOcclusionQuery();
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mSunVisibleAreaQuery = renderSystem->createHardwareOcclusionQuery();
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mSupported = (mSunTotalAreaQuery != 0) && (mSunVisibleAreaQuery != 0);
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}
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catch (Ogre::Exception&)
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{
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mSupported = false;
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}
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if (!mSupported)
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{
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std::cout << "Hardware occlusion queries not supported." << std::endl;
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return;
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}
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mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
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static Ogre::Mesh* plane = MeshManager::getSingleton().createPlane("occlusionbillboard",
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::Plane(Ogre::Vector3(0,0,1), 0), 1, 1, 1, 1, true, 1, 1, 1, Vector3::UNIT_Y).get();
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plane->_setBounds(Ogre::AxisAlignedBox::BOX_INFINITE);
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mBBQueryTotal = mRendering->getScene()->createEntity("occlusionbillboard");
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mBBQueryTotal->setCastShadows(false);
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mBBQueryTotal->setVisibilityFlags(RV_OcclusionQuery);
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mBBQueryTotal->setRenderQueueGroup(RQG_OcclusionQuery+1);
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mBBQueryTotal->setMaterialName("QueryTotalPixels");
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mBBNodeReal->attachObject(mBBQueryTotal);
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mBBQueryVisible = mRendering->getScene()->createEntity("occlusionbillboard");
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mBBQueryVisible->setCastShadows(false);
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mBBQueryVisible->setVisibilityFlags(RV_OcclusionQuery);
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mBBQueryVisible->setRenderQueueGroup(RQG_OcclusionQuery+1);
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mBBQueryVisible->setMaterialName("QueryVisiblePixels");
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mBBNodeReal->attachObject(mBBQueryVisible);
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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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OcclusionQuery::~OcclusionQuery()
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{
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mRendering->getScene()->removeRenderObjectListener (this);
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mRendering->getScene()->removeRenderQueueListener(this);
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RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
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if (mSunTotalAreaQuery)
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renderSystem->destroyHardwareOcclusionQuery(mSunTotalAreaQuery);
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if (mSunVisibleAreaQuery)
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renderSystem->destroyHardwareOcclusionQuery(mSunVisibleAreaQuery);
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}
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bool OcclusionQuery::supported()
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{
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return mSupported;
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}
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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 (!mActive) 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 the intended meshes
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// Close the last occlusion query
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// Each occlusion query should only last a single rendering
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if (mActiveQuery != NULL)
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{
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mActiveQuery->endOcclusionQuery();
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mActiveQuery = NULL;
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}
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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->getSubEntity(0))
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{
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mActiveQuery = mSunTotalAreaQuery;
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mWasVisible = true;
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}
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else if (rend == mBBQueryVisible->getSubEntity(0))
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{
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mActiveQuery = mSunVisibleAreaQuery;
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}
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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 (!mActive) return;
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if (mActiveQuery != NULL)
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{
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mActiveQuery->endOcclusionQuery();
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mActiveQuery = NULL;
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}
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/**
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* for every beginOcclusionQuery(), we want a respective pullOcclusionQuery() and vice versa
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* this also means that results can be wrong at other places if we pull, but beginOcclusionQuery() was never called
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* this can happen for example if the object that is tested is outside of the view frustum
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* to prevent this, check if the queries have been performed after everything has been rendered and if not, start them manually
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*/
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if (queueGroupId == RQG_SkiesLate)
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{
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if (mWasVisible == false && mDoQuery)
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{
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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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}
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void OcclusionQuery::update(float duration)
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{
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if (mFirstFrame)
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{
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// GLHardwareOcclusionQuery::isStillOutstanding doesn't seem to like getting called when nothing has been rendered yet
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mFirstFrame = false;
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return;
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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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if (dist==0) dist = 10000000;
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dist -= 1000; // bias
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dist /= 1000.f;
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if (mSunNode)
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{
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mBBNodeReal->setPosition(mSunNode->getPosition() * dist);
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mBBNodeReal->setOrientation(Ogre::Vector3::UNIT_Z.getRotationTo(-mBBNodeReal->getPosition().normalisedCopy()));
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mBBNodeReal->setScale(150.f*dist, 150.f*dist, 150.f*dist);
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}
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// Stop occlusion queries until we get their information
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// (may not happen on the same frame they are requested in)
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mDoQuery = false;
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if (!mSunTotalAreaQuery->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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mSunTotalAreaQuery->pullOcclusionQuery(&totalPixels);
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mSunVisibleAreaQuery->pullOcclusionQuery(&visiblePixels);
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if (totalPixels == 0)
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{
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// probably outside of the view frustum
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mSunVisibility = 0;
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}
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else
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{
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mSunVisibility = float(visiblePixels) / float(totalPixels);
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if (mSunVisibility > 1) mSunVisibility = 1;
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}
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mDoQuery = true;
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}
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}
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void OcclusionQuery::setSunNode(Ogre::SceneNode* node)
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{
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mSunNode = node;
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}
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