diff --git a/apps/openmw/mwrender/occlusionquery.cpp b/apps/openmw/mwrender/occlusionquery.cpp index 395660bb5c..6c74561e95 100644 --- a/apps/openmw/mwrender/occlusionquery.cpp +++ b/apps/openmw/mwrender/occlusionquery.cpp @@ -2,13 +2,17 @@ #include #include +#include using namespace MWRender; using namespace Ogre; -OcclusionQuery::OcclusionQuery() : - mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0) +OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) : + mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mActiveQuery(0), mDoQuery(0), mSunVisibility(0) { + mRendering = renderer; + mSunNode = sunNode; + try { RenderSystem* renderSystem = Root::getSingleton().getRenderSystem(); @@ -23,5 +27,113 @@ OcclusionQuery::OcclusionQuery() : } 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); + matQueryVisible->setDepthCheckEnabled(true); // Occluded by objects + + mBBQueryTotal = mRendering->getScene()->createBillboardSet(1); + mBBQueryTotal->setDefaultDimensions(150, 150); + mBBQueryTotal->createBillboard(Vector3::ZERO); + mBBQueryTotal->setMaterialName("QueryTotalPixels"); + mBBQueryTotal->setRenderQueueGroup(queue); + mSunNode->attachObject(mBBQueryTotal); + + mBBQueryVisible = mRendering->getScene()->createBillboardSet(1); + mBBQueryVisible->setDefaultDimensions(150, 150); + mBBQueryVisible->createBillboard(Vector3::ZERO); + mBBQueryVisible->setMaterialName("QueryVisiblePixels"); + mBBQueryVisible->setRenderQueueGroup(queue); + mSunNode->attachObject(mBBQueryVisible); + + mRendering->getScene()->addRenderObjectListener(this); + mDoQuery = true; } + +OcclusionQuery::~OcclusionQuery() +{ + 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 (!mSupported) return; + + // 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; + else if (rend == mBBQueryVisible) + mActiveQuery = mSunVisibleAreaQuery; + + if (mActiveQuery != NULL) + { + mActiveQuery->beginOcclusionQuery(); + } + } +} + +void OcclusionQuery::update() +{ + if (!mSupported) return; + + // 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; + } +} + diff --git a/apps/openmw/mwrender/occlusionquery.hpp b/apps/openmw/mwrender/occlusionquery.hpp index 619b072ee0..e6adc0d4b3 100644 --- a/apps/openmw/mwrender/occlusionquery.hpp +++ b/apps/openmw/mwrender/occlusionquery.hpp @@ -2,25 +2,49 @@ #define _GAME_OCCLUSION_QUERY_H #include +#include + +#include namespace MWRender { /// /// \brief Implements hardware occlusion queries on the GPU /// - class OcclusionQuery + class OcclusionQuery : public Ogre::RenderObjectListener { public: - OcclusionQuery(); + OcclusionQuery(OEngine::Render::OgreRenderer*, Ogre::SceneNode* sunNode); + ~OcclusionQuery(); bool supported(); ///< returns true if occlusion queries are supported on the user's hardware + void update(); + ///< per-frame update + + float getSunVisibility() const {return mSunVisibility;}; + private: Ogre::HardwareOcclusionQuery* mSunTotalAreaQuery; Ogre::HardwareOcclusionQuery* mSunVisibleAreaQuery; + Ogre::HardwareOcclusionQuery* mActiveQuery; + + Ogre::BillboardSet* mBBQueryVisible; + Ogre::BillboardSet* mBBQueryTotal; + + Ogre::SceneNode* mSunNode; + + float mSunVisibility; bool mSupported; + bool mDoQuery; + + 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); }; } diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 7aa623879e..b4711e8df7 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -54,12 +54,12 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode(); Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode(); cameraPitchNode->attachObject(mRendering.getCamera()); - - mOcclusionQuery = new OcclusionQuery(); //mSkyManager = 0; mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment); + mOcclusionQuery = new OcclusionQuery(&mRendering, mSkyManager->getSunNode()); + mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode); mSun = 0; @@ -149,9 +149,13 @@ void RenderingManager::moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Ve void RenderingManager::update (float duration){ mActors.update (duration); - + + mOcclusionQuery->update(); + 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 acaf8565bb..450e461730 100644 --- a/apps/openmw/mwrender/renderingmanager.hpp +++ b/apps/openmw/mwrender/renderingmanager.hpp @@ -98,7 +98,9 @@ class RenderingManager: private RenderingInterface { void setSunDirection(const Ogre::Vector3& direction); void sunEnable(); void sunDisable(); - + + bool occlusionQuerySupported() { return mOcclusionQuery->supported(); }; + void setGlare(bool glare); void skyEnable (); void skyDisable (); diff --git a/apps/openmw/mwrender/sky.cpp b/apps/openmw/mwrender/sky.cpp index 5e85780022..a70913b239 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(); @@ -293,7 +294,7 @@ void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType) } SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environment* env) : - mGlareFade(0), mGlareEnabled(false) + mGlare(0), mGlareFade(0) { mEnvironment = env; mViewport = pCamera->getViewport(); @@ -562,10 +563,23 @@ 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(); @@ -573,21 +587,10 @@ 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); @@ -689,15 +692,15 @@ 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() @@ -782,3 +785,8 @@ 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 bf52afd8dd..508af76732 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/world.cpp b/apps/openmw/mwworld/world.cpp index a636ce2887..261f66ff4f 100644 --- a/apps/openmw/mwworld/world.cpp +++ b/apps/openmw/mwworld/world.cpp @@ -705,13 +705,16 @@ 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)); + } } bool World::isCellExterior() const