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openmw-tes3mp/apps/openmw/mwrender/occlusionquery.cpp

209 lines
6.7 KiB
C++

#include "occlusionquery.hpp"
#include <OgreRenderSystem.h>
#include <OgreRoot.h>
#include <OgreBillboardSet.h>
#include <OgreHardwareOcclusionQuery.h>
#include <OgreEntity.h>
#include <OgreSubEntity.h>
#include <OgreMeshManager.h>
#include <OgreMaterialManager.h>
#include <OgreCamera.h>
#include <OgreSceneNode.h>
#include <OgreMesh.h>
#include "renderconst.hpp"
using namespace MWRender;
using namespace Ogre;
OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mActiveQuery(0),
mBBQueryVisible(0), mBBQueryTotal(0), mSunNode(sunNode), mBBNodeReal(0),
mSunVisibility(0),
mWasVisible(false),
mActive(false),
mFirstFrame(true),
mDoQuery(0),
mRendering(renderer)
{
try {
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
mSunTotalAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSunVisibleAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSupported = (mSunTotalAreaQuery != 0) && (mSunVisibleAreaQuery != 0);
}
catch (Ogre::Exception&)
{
mSupported = false;
}
if (!mSupported)
{
std::cout << "Hardware occlusion queries not supported." << std::endl;
return;
}
mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
static Ogre::Mesh* plane = MeshManager::getSingleton().createPlane("occlusionbillboard",
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();
plane->_setBounds(Ogre::AxisAlignedBox::BOX_INFINITE);
mBBQueryTotal = mRendering->getScene()->createEntity("occlusionbillboard");
mBBQueryTotal->setCastShadows(false);
mBBQueryTotal->setVisibilityFlags(RV_OcclusionQuery);
mBBQueryTotal->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBQueryTotal->setMaterialName("QueryTotalPixels");
mBBNodeReal->attachObject(mBBQueryTotal);
mBBQueryVisible = mRendering->getScene()->createEntity("occlusionbillboard");
mBBQueryVisible->setCastShadows(false);
mBBQueryVisible->setVisibilityFlags(RV_OcclusionQuery);
mBBQueryVisible->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBQueryVisible->setMaterialName("QueryVisiblePixels");
mBBNodeReal->attachObject(mBBQueryVisible);
mRendering->getScene()->addRenderObjectListener(this);
mRendering->getScene()->addRenderQueueListener(this);
mDoQuery = true;
}
OcclusionQuery::~OcclusionQuery()
{
mRendering->getScene()->removeRenderObjectListener (this);
mRendering->getScene()->removeRenderQueueListener(this);
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
if (mSunTotalAreaQuery)
renderSystem->destroyHardwareOcclusionQuery(mSunTotalAreaQuery);
if (mSunVisibleAreaQuery)
renderSystem->destroyHardwareOcclusionQuery(mSunVisibleAreaQuery);
}
bool OcclusionQuery::supported()
{
return mSupported;
}
void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
const LightList* pLightList, bool suppressRenderStateChanges)
{
if (!mActive) return;
// The following code activates and deactivates the occlusion queries
// so that the queries only include the rendering of the intended meshes
// 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->getSubEntity(0))
{
mActiveQuery = mSunTotalAreaQuery;
mWasVisible = true;
}
else if (rend == mBBQueryVisible->getSubEntity(0))
{
mActiveQuery = mSunVisibleAreaQuery;
}
}
if (mActiveQuery != NULL)
mActiveQuery->beginOcclusionQuery();
}
void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocation, bool& repeatThisInvocation)
{
if (!mActive) return;
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 == RQG_SkiesLate)
{
if (mWasVisible == false && mDoQuery)
{
mSunTotalAreaQuery->beginOcclusionQuery();
mSunTotalAreaQuery->endOcclusionQuery();
mSunVisibleAreaQuery->beginOcclusionQuery();
mSunVisibleAreaQuery->endOcclusionQuery();
}
}
}
void OcclusionQuery::update(float duration)
{
if (mFirstFrame)
{
// GLHardwareOcclusionQuery::isStillOutstanding doesn't seem to like getting called when nothing has been rendered yet
mFirstFrame = false;
return;
}
if (!mSupported) return;
mWasVisible = 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;
if (mSunNode)
{
mBBNodeReal->setPosition(mSunNode->getPosition() * dist);
mBBNodeReal->setOrientation(Ogre::Vector3::UNIT_Z.getRotationTo(-mBBNodeReal->getPosition().normalisedCopy()));
mBBNodeReal->setScale(150.f*dist, 150.f*dist, 150.f*dist);
}
// Stop occlusion queries until we get their information
// (may not happen on the same frame they are requested in)
mDoQuery = false;
if (!mSunTotalAreaQuery->isStillOutstanding()
&& !mSunVisibleAreaQuery->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;
}
mDoQuery = true;
}
}
void OcclusionQuery::setSunNode(Ogre::SceneNode* node)
{
mSunNode = node;
}