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281 lines
10 KiB
C++
281 lines
10 KiB
C++
/*
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This file is part of Caelum.
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See http://www.ogre3d.org/wiki/index.php/Caelum
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Copyright (c) 2008 Caelum team. See Contributors.txt for details.
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Caelum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published
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by the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Caelum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Caelum. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef CAELUM__DEPTH_COMPOSER_H
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#define CAELUM__DEPTH_COMPOSER_H
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#include "CaelumPrerequisites.h"
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#include "FastGpuParamRef.h"
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namespace Caelum
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{
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/** Compositor-based precipitation controller.
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* This class will add and control precipitation controllers to viewports.
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*
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* Compositors clone the composing materials. This controller will
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* register itself as a compositor listener and change the material in notifyMaterialSetup.
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*/
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class CAELUM_EXPORT DepthComposer
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{
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private:
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Ogre::SceneManager *mSceneMgr;
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void onCompositorMaterialChanged ();
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const String& getCompositorName ();
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protected:
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inline Ogre::SceneManager* getSceneManager() const { return mSceneMgr; }
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friend class DepthComposerInstance;
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public:
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DepthComposer(Ogre::SceneManager *sceneMgr);
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virtual ~DepthComposer();
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void update ();
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public:
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typedef std::map<Ogre::Viewport*, DepthComposerInstance*> ViewportInstanceMap;
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ViewportInstanceMap mViewportInstanceMap;
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public:
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DepthComposerInstance* createViewportInstance(Ogre::Viewport* viewport);
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void destroyViewportInstance(Ogre::Viewport* viewport);
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DepthComposerInstance* getViewportInstance(Ogre::Viewport* viewport);
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void destroyAllViewportInstances();
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private:
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bool mDebugDepthRender;
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public:
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/// Enables drawing the depth buffer
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void setDebugDepthRender (bool value);
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bool getDebugDepthRender () const { return mDebugDepthRender; }
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private:
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bool mSkyDomeHazeEnabled;
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Ogre::Vector3 mSunDirection;
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Ogre::ColourValue mHazeColour;
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public:
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/// Enables skydome haze.
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void setSkyDomeHazeEnabled (bool value);
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bool getSkyDomeHazeEnabled () const { return mSkyDomeHazeEnabled; }
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void setSunDirection (const Ogre::Vector3& value) { mSunDirection = value; }
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const Ogre::Vector3 getSunDirection () const { return mSunDirection; }
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void setHazeColour (const Ogre::ColourValue& value) { mHazeColour = value; }
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const Ogre::ColourValue getHazeColour () const { return mHazeColour; }
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private:
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bool mGroundFogEnabled;
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Real mGroundFogDensity;
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Real mGroundFogBaseLevel;
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Real mGroundFogVerticalDecay;
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Ogre::ColourValue mGroundFogColour;
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public:
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/// Enables exponential ground fog.
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void setGroundFogEnabled (bool value);
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bool getGroundFogEnabled () const { return mGroundFogEnabled; }
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/// Sets ground fog density
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void setGroundFogDensity (Real value) { mGroundFogDensity = value; }
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/// Get ground fog density
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Real getGroundFogDensity () const { return mGroundFogDensity; }
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/// Sets ground fog level
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/// At ground level fogginess is equal to GroundFogDensity
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void setGroundFogBaseLevel (Real value) { mGroundFogBaseLevel = value; }
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/// Get ground fog density
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Real getGroundFogBaseLevel () const { return mGroundFogBaseLevel; }
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/// Sets ground fog vertical decay
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void setGroundFogVerticalDecay (Real value) { mGroundFogVerticalDecay = value; }
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/// Get ground fog density
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Real getGroundFogVerticalDecay () const { return mGroundFogVerticalDecay; }
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/// Sets ground fog colour
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void setGroundFogColour (const Ogre::ColourValue& value) { mGroundFogColour = value; }
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/// Get ground fog colour
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const Ogre::ColourValue getGroundFogColour () const { return mGroundFogColour; }
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};
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/** Per-viewport instance of @see DepthComposer
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* This will create and control one ogre::CompositorInstance.
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*/
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class CAELUM_EXPORT DepthComposerInstance: private Ogre::CompositorInstance::Listener
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{
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private:
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DepthComposer* mParent;
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Ogre::Viewport* mViewport;
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Ogre::CompositorInstance* mCompInst;
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std::auto_ptr<DepthRenderer> mDepthRenderer;
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virtual void notifyMaterialSetup(uint pass_id, Ogre::MaterialPtr &mat);
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virtual void notifyMaterialRender(uint pass_id, Ogre::MaterialPtr &mat);
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struct Params {
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void setup(Ogre::GpuProgramParametersSharedPtr params);
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Ogre::GpuProgramParametersSharedPtr fpParams;
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FastGpuParamRef invViewProjMatrix;
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FastGpuParamRef worldCameraPos;
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FastGpuParamRef groundFogDensity;
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FastGpuParamRef groundFogVerticalDecay;
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FastGpuParamRef groundFogBaseLevel;
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FastGpuParamRef groundFogColour;
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FastGpuParamRef sunDirection;
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FastGpuParamRef hazeColour;
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} mParams;
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protected:
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/// Called from DepthComposer::update
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void _update ();
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void addCompositor ();
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void removeCompositor ();
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bool isCompositorEnabled () { return mCompInst != 0; }
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friend class DepthComposer;
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public:
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/// Get parent DepthComposer; with all the interesting parameters.
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DepthComposer* getParent() const { return mParent; }
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/// Get the viewport this instance is attached to.
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Ogre::Viewport* getViewport() const { return mViewport; }
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/// Get compositor instance; attached to the viewport.
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Ogre::CompositorInstance* getCompositorInstance() const { return mCompInst; }
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/** Get the underlying depth renderer.
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* Allow the user to tweak the depth renderer.
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*/
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Caelum::DepthRenderer* getDepthRenderer () const { return mDepthRenderer.get(); }
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DepthComposerInstance(DepthComposer* parent, Ogre::Viewport* view);
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virtual ~DepthComposerInstance();
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};
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/** Render the depth buffer to a texture.
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*
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* This class tries to be as generic and flexible as possible; but it
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* is currently only used by the depth composer.
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*/
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class CAELUM_EXPORT DepthRenderer: private Ogre::RenderQueue::RenderableListener
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{
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private:
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Ogre::Viewport* mMasterViewport;
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Ogre::Viewport* mDepthRenderViewport;
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Ogre::TexturePtr mDepthRenderTexture;
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bool mDepthRenderingNow;
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Ogre::MaterialPtr mDepthRenderMaterial;
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// Override materials during all rendering.
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#if OGRE_VERSION < 0x00010600
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virtual bool renderableQueued(
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Ogre::Renderable* rend,
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Ogre::uint8 groupId,
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Ogre::ushort priority,
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Ogre::Technique** ppTech);
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#else
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virtual bool renderableQueued(
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Ogre::Renderable* rend,
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Ogre::uint8 groupId,
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Ogre::ushort priority,
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Ogre::Technique** ppTech,
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Ogre::RenderQueue* pQueue);
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#endif // OGRE_VERSION
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inline Ogre::Material* getDepthRenderMaterial() const { return mDepthRenderMaterial.get(); }
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int mMinRenderGroupId;
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int mMaxRenderGroupId;
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int mViewportVisibilityMask;
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public:
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DepthRenderer (Ogre::Viewport* viewport);
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~DepthRenderer ();
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inline Ogre::Viewport* getMasterViewport() { return mMasterViewport; }
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inline Ogre::Texture* getDepthRenderTexture () { return mDepthRenderTexture.get(); }
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inline Ogre::Viewport* getDepthRenderViewport () { return mDepthRenderViewport; }
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inline Ogre::RenderTexture* getDepthRenderTarget () {
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return mDepthRenderTexture->getBuffer()->getRenderTarget ();
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}
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/// Render the depth buffer now!
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void update ();
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/** Render only the render groups in a certain range.
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* Call this to only render objects in certain render queue groups.
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* The range is inclusive.
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* This is a very primitive sort of filter.
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*/
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void setRenderGroupRangeFilter (int minGroup, int maxGroup);
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/// @see setRenderGroupRangeFilter
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int getRenderGroupRangeFilterMin () { return mMinRenderGroupId; }
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int getRenderGroupRangeFilterMax () { return mMaxRenderGroupId; }
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/** Disable the effects of @see setRenderGroupRangeFilter
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*/
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void disableRenderGroupRangeFilter ();
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/** Query mask for the depth rendering viewport.
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* Enforces on every update ();
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*/
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void setViewportVisibilityMask (uint value) { mViewportVisibilityMask = value; }
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uint getViewportVisibilityMask () { return mViewportVisibilityMask; }
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void disableViewportVisibilityMask () { mViewportVisibilityMask = ~0; }
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public:
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/** If true then use a user-supplied material scheme which outputs depth.
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*
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* The depth output of most materials is obvious and can be guessed most of the time.
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* When that fails you can provide a custom material scheme for certain materials which
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* renders the depth buffer.
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*
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* This is enabled by default for a scheme called CaelumDepth.
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*/
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inline void setUseCustomDepthScheme (bool value) { mUseCustomDepthScheme = value; }
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inline bool getUseCustomDepthScheme () { return mUseCustomDepthScheme; }
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/** Set the name of the custom depth scheme (default is CaelumDepth).
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*/
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inline void setCustomDepthSchemeName (const Ogre::String& value) { mCustomDepthSchemeName = value; }
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inline const Ogre::String& getCustomDepthSchemeName () { return mCustomDepthSchemeName; }
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/// Default name of the custom scheme.
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static const String DEFAULT_CUSTOM_DEPTH_SCHEME_NAME;
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private:
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bool mUseCustomDepthScheme;
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Ogre::String mCustomDepthSchemeName;
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};
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}
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#endif // CAELUM__DEPTH_COMPOSER_H
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