Exemplo n.º 1
0
bool SceneManager::addObjectToScene( SceneObject* object )
{
   AssertFatal( !object->mSceneManager, "SceneManager::addObjectToScene - Object already part of a scene" );

   // Mark the object as belonging to us.

   object->mSceneManager = this;

   // Register with managers except its the root zone.

   if( !dynamic_cast< SceneRootZone* >( object ) )
   {
      // Add to container.

      getContainer()->addObject( object );

      // Register the object with the zone manager.

      if( getZoneManager() )
         getZoneManager()->registerObject( object );
   }

   // Notify the object.

   return object->onSceneAdd();
}
Exemplo n.º 2
0
void SceneManager::notifyObjectDirty( SceneObject* object )
{
   // Update container state.

   if( object->mContainer )
      object->mContainer->checkBins( object );

   // Mark zoning state as dirty.

   if( getZoneManager() )
      getZoneManager()->notifyObjectChanged( object );
}
Exemplo n.º 3
0
void SceneManager::removeObjectFromScene( SceneObject* obj )
{
   AssertFatal( obj->getSceneManager() == this, "SceneManager::removeObjectFromScene - Object not part of SceneManager" );

   // Notify the object.

   obj->onSceneRemove();

   // Remove the object from the container.

   getContainer()->removeObject( obj );

   // Remove the object from the zoning system.

   if( getZoneManager() )
      getZoneManager()->unregisterObject( obj );

   // Clear out the reference to us.

   obj->mSceneManager = NULL;
}
Exemplo n.º 4
0
void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
{
   AssertFatal( this == gClientSceneGraph, "SceneManager::_buildSceneGraph - Only the client scenegraph can support this call!" );

   PROFILE_SCOPE( SceneGraph_batchRenderImages );

   // In the editor, override the type mask for diffuse passes.

   if( gEditingMission && state->isDiffusePass() )
      objectMask = EDITOR_RENDER_TYPEMASK;

   // Update the zoning state and traverse zones.

   if( getZoneManager() )
   {
      // Update.

      getZoneManager()->updateZoningState();

      // If zone culling isn't disabled, traverse the
      // zones now.

      if( !state->getCullingState().disableZoneCulling() )
      {
         // Find the start zone if we haven't already.

         if( !baseObject )
         {
            getZoneManager()->findZone( state->getCameraPosition(), baseObject, baseZone );
            AssertFatal( baseObject != NULL, "SceneManager::_renderScene - findZone() did not return an object" );
         }

         // Traverse zones starting in base object.

         SceneTraversalState traversalState( &state->getCullingState() );
         PROFILE_START( Scene_traverseZones );
         baseObject->traverseZones( &traversalState, baseZone );
         PROFILE_END();

         // Set the scene render box to the area we have traversed.

         state->setRenderArea( traversalState.getTraversedArea() );
      }
   }

   // Set the query box for the container query.  Never
   // make it larger than the frustum's AABB.  In the editor,
   // always query the full frustum as that gives objects
   // the opportunity to render editor visualizations even if
   // they are otherwise not in view.

   if( !state->getFrustum().getBounds().isOverlapped( state->getRenderArea() ) )
   {
      // This handles fringe cases like flying backwards into a zone where you
      // end up pretty much standing on a zone border and looking directly into
      // its "walls".  In that case the traversal area will be behind the frustum
      // (remember that the camera isn't where visibility starts, it's the near
      // distance).

      return;
   }

   Box3F queryBox = state->getFrustum().getBounds();
   if( !gEditingMission )
   {
      queryBox.minExtents.setMax( state->getRenderArea().minExtents );
      queryBox.maxExtents.setMin( state->getRenderArea().maxExtents );
   }

   PROFILE_START( Scene_cullObjects );

   //TODO: We should split the codepaths here based on whether the outdoor zone has visible space.
   //    If it has, we should use the container query-based path.
   //    If it hasn't, we should fill the object list directly from the zone lists which will usually
   //       include way fewer objects.
   
   // Gather all objects that intersect the scene render box.

   mBatchQueryList.clear();
   getContainer()->findObjectList( queryBox, objectMask, &mBatchQueryList );

   // Cull the list.

   U32 numRenderObjects = state->getCullingState().cullObjects(
      mBatchQueryList.address(),
      mBatchQueryList.size(),
      !state->isDiffusePass() ? SceneCullingState::CullEditorOverrides : 0 // Keep forced editor stuff out of non-diffuse passes.
   );

   //HACK: If the control object is a Player and it is not in the render list, force
   // it into it.  This really should be solved by collision bounds being separate from
   // object bounds; only because the Player class is using bounds not encompassing
   // the actual player object is it that we have this problem in the first place.
   // Note that we are forcing the player object into ALL passes here but such
   // is the power of proliferation of things done wrong.

   GameConnection* connection = GameConnection::getConnectionToServer();
   if( connection )
   {
      Player* player = dynamic_cast< Player* >( connection->getControlObject() );
      if( player )
      {
         mBatchQueryList.setSize( numRenderObjects );
         if( !mBatchQueryList.contains( player ) )
         {
            mBatchQueryList.push_back( player );
            numRenderObjects ++;
         }
      }
   }

   PROFILE_END();

   // Render the remaining objects.

   PROFILE_START( Scene_renderObjects );
   state->renderObjects( mBatchQueryList.address(), numRenderObjects );
   PROFILE_END();

   // Render bounding boxes, if enabled.

   if( smRenderBoundingBoxes && state->isDiffusePass() )
   {
      GFXDEBUGEVENT_SCOPE( Scene_renderBoundingBoxes, ColorI::WHITE );

      GameBase* cameraObject = 0;
      if( connection )
         cameraObject = connection->getCameraObject();

      GFXStateBlockDesc desc;
      desc.setFillModeWireframe();
      desc.setZReadWrite( true, false );

      for( U32 i = 0; i < numRenderObjects; ++ i )
      {
         SceneObject* object = mBatchQueryList[ i ];

         // Skip global bounds object.
         if( object->isGlobalBounds() )
            continue;

         // Skip camera object as we're viewing the scene from it.
         if( object == cameraObject )
            continue;

         const Box3F& worldBox = object->getWorldBox();
         GFX->getDrawUtil()->drawObjectBox(
            desc,
            Point3F( worldBox.len_x(), worldBox.len_y(), worldBox.len_z() ),
            worldBox.getCenter(),
            MatrixF::Identity,
            ColorI::WHITE
         );
      }
   }
}
Exemplo n.º 5
0
void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
{
   PROFILE_SCOPE( SceneGraph_renderScene );

   // Get the lights for rendering the scene.

   PROFILE_START( SceneGraph_registerLights );
      LIGHTMGR->registerGlobalLights( &renderState->getFrustum(), false );
   PROFILE_END();

   // If its a diffuse pass, update the current ambient light level.
   // To do that find the starting zone and determine whether it has a custom
   // ambient light color.  If so, pass it on to the ambient light manager.
   // If not, use the ambient light color of the sunlight.
   //
   // Note that we retain the starting zone information here and pass it
   // on to renderSceneNoLights so that we don't need to look it up twice.

   if( renderState->isDiffusePass() )
   {
      if( !baseObject && getZoneManager() )
      {
         getZoneManager()->findZone( renderState->getCameraPosition(), baseObject, baseZone );
         AssertFatal( baseObject != NULL, "SceneManager::renderScene - findZone() did not return an object" );
      }

      ColorF zoneAmbient;
      if( baseObject && baseObject->getZoneAmbientLightColor( baseZone, zoneAmbient ) )
         mAmbientLightColor.setTargetValue( zoneAmbient );
      else
      {
         const LightInfo* sunlight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
         if( sunlight )
            mAmbientLightColor.setTargetValue( sunlight->getAmbient() );
      }

      renderState->setAmbientLightColor( mAmbientLightColor.getCurrentValue() );
   }

   // Trigger the pre-render signal.

   PROFILE_START( SceneGraph_preRenderSignal);
      mCurrentRenderState = renderState;
      getPreRenderSignal().trigger( this, renderState );
      mCurrentRenderState = NULL;
   PROFILE_END();

   // Render the scene.

   renderSceneNoLights( renderState, objectMask, baseObject, baseZone );

   // Trigger the post-render signal.

   PROFILE_START( SceneGraphRender_postRenderSignal );
      mCurrentRenderState = renderState;
      getPostRenderSignal().trigger( this, renderState );
      mCurrentRenderState = NULL;
   PROFILE_END();

   // Remove the previously registered lights.

   PROFILE_START( SceneGraph_unregisterLights);
      LIGHTMGR->unregisterAllLights();
   PROFILE_END();
}
Exemplo n.º 6
0
void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
{
   PROFILE_SCOPE( SceneGraph_renderScene );

   // Get the lights for rendering the scene.

   PROFILE_START( SceneGraph_registerLights );
      LIGHTMGR->registerGlobalLights( &renderState->getCullingFrustum(), false );
   PROFILE_END();

   // If its a diffuse pass, update the current ambient light level.
   // To do that find the starting zone and determine whether it has a custom
   // ambient light color.  If so, pass it on to the ambient light manager.
   // If not, use the ambient light color of the sunlight.
   //
   // Note that we retain the starting zone information here and pass it
   // on to renderSceneNoLights so that we don't need to look it up twice.

   if( renderState->isDiffusePass() )
   {
      if( !baseObject && getZoneManager() )
      {
         getZoneManager()->findZone( renderState->getCameraPosition(), baseObject, baseZone );
         AssertFatal( baseObject != NULL, "SceneManager::renderScene - findZone() did not return an object" );
      }

      ColorF zoneAmbient;
      if( baseObject && baseObject->getZoneAmbientLightColor( baseZone, zoneAmbient ) )
         mAmbientLightColor.setTargetValue( zoneAmbient );
      else
      {
         const LightInfo* sunlight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
         if( sunlight )
            mAmbientLightColor.setTargetValue( sunlight->getAmbient() );
      }

      renderState->setAmbientLightColor( mAmbientLightColor.getCurrentValue() );
   }

   // Trigger the pre-render signal.

   PROFILE_START( SceneGraph_preRenderSignal);
      mCurrentRenderState = renderState;
      getPreRenderSignal().trigger( this, renderState );
      mCurrentRenderState = NULL;
   PROFILE_END();

   // Render the scene.

   if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
   {
      // Store previous values
      RectI originalVP = GFX->getViewport();
      MatrixF originalWorld = GFX->getWorldMatrix();
      Frustum originalFrustum = GFX->getFrustum();

      Point2F projOffset = GFX->getCurrentProjectionOffset();
      const FovPort *currentFovPort = GFX->getStereoFovPort();
      const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
      const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();

      // Render left half of display
      GFX->activateStereoTarget(0);
      GFX->beginField();

      GFX->setWorldMatrix(worldEyeTransforms[0]);

      Frustum gfxFrustum = originalFrustum;
      MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], eyeTransforms[0]);
      GFX->setFrustum(gfxFrustum);

      SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
      SceneRenderState renderStateLeft( this, renderState->getScenePassType(), cameraStateLeft );
      renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
      renderStateLeft.setSceneRenderField(0);

      renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone );

      // Indicate that we've just finished a field
      //GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(255,0,0), 1.0f, 0);
      GFX->endField();
      
      // Render right half of display
      GFX->activateStereoTarget(1);
      GFX->beginField();
      GFX->setWorldMatrix(worldEyeTransforms[1]);

      gfxFrustum = originalFrustum;
      MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], eyeTransforms[1]);
      GFX->setFrustum(gfxFrustum);

      SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
      SceneRenderState renderStateRight( this, renderState->getScenePassType(), cameraStateRight );
      renderStateRight.setSceneRenderStyle(SRS_SideBySide);
      renderStateRight.setSceneRenderField(1);

      renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone );

      // Indicate that we've just finished a field
      //GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(0,255,0), 1.0f, 0);
      GFX->endField();

      // Restore previous values
      GFX->setWorldMatrix(originalWorld);
      GFX->setFrustum(originalFrustum);
      GFX->setViewport(originalVP);
   }
   else
   {
      renderSceneNoLights( renderState, objectMask, baseObject, baseZone );
   }

   // Trigger the post-render signal.

   PROFILE_START( SceneGraphRender_postRenderSignal );
      mCurrentRenderState = renderState;
      getPostRenderSignal().trigger( this, renderState );
      mCurrentRenderState = NULL;
   PROFILE_END();

   // Remove the previously registered lights.

   PROFILE_START( SceneGraph_unregisterLights);
      LIGHTMGR->unregisterAllLights();
   PROFILE_END();
}
void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
{
   PROFILE_SCOPE( SceneGraph_renderScene );

   // Get the lights for rendering the scene.

   PROFILE_START( SceneGraph_registerLights );
      LIGHTMGR->registerGlobalLights( &renderState->getFrustum(), false );
   PROFILE_END();

   // If its a diffuse pass, update the current ambient light level.
   // To do that find the starting zone and determine whether it has a custom
   // ambient light color.  If so, pass it on to the ambient light manager.
   // If not, use the ambient light color of the sunlight.
   //
   // Note that we retain the starting zone information here and pass it
   // on to renderSceneNoLights so that we don't need to look it up twice.

   if( renderState->isDiffusePass() )
   {
      if( !baseObject && getZoneManager() )
      {
         getZoneManager()->findZone( renderState->getCameraPosition(), baseObject, baseZone );
         AssertFatal( baseObject != NULL, "SceneManager::renderScene - findZone() did not return an object" );
      }

      ColorF zoneAmbient;
      if( baseObject && baseObject->getZoneAmbientLightColor( baseZone, zoneAmbient ) )
         mAmbientLightColor.setTargetValue( zoneAmbient );
      else
      {
         const LightInfo* sunlight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
         if( sunlight )
            mAmbientLightColor.setTargetValue( sunlight->getAmbient() );
      }

      renderState->setAmbientLightColor( mAmbientLightColor.getCurrentValue() );
   }

   // Trigger the pre-render signal.

   PROFILE_START( SceneGraph_preRenderSignal);
      mCurrentRenderState = renderState;
      getPreRenderSignal().trigger( this, renderState );
      mCurrentRenderState = NULL;
   PROFILE_END();

   // Render the scene.

   if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
   {
      // Store previous values
      RectI originalVP = GFX->getViewport();
      MatrixF originalWorld = GFX->getWorldMatrix();

      Point2F projOffset = GFX->getCurrentProjectionOffset();
      Point3F eyeOffset = GFX->getStereoEyeOffset();

      // Render left half of display
      RectI leftVP = originalVP;
      leftVP.extent.x *= 0.5;
      GFX->setViewport(leftVP);

      MatrixF leftWorldTrans(true);
      leftWorldTrans.setPosition(Point3F(eyeOffset.x, eyeOffset.y, eyeOffset.z));
      MatrixF leftWorld(originalWorld);
      leftWorld.mulL(leftWorldTrans);
      GFX->setWorldMatrix(leftWorld);

      Frustum gfxFrustum = GFX->getFrustum();
      gfxFrustum.setProjectionOffset(Point2F(projOffset.x, projOffset.y));
      GFX->setFrustum(gfxFrustum);

      SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
      SceneRenderState renderStateLeft( this, renderState->getScenePassType(), cameraStateLeft );
      renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
      renderStateLeft.setSceneRenderField(0);

      renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone );

      // Render right half of display
      RectI rightVP = originalVP;
      rightVP.extent.x *= 0.5;
      rightVP.point.x += rightVP.extent.x;
      GFX->setViewport(rightVP);

      MatrixF rightWorldTrans(true);
      rightWorldTrans.setPosition(Point3F(-eyeOffset.x, eyeOffset.y, eyeOffset.z));
      MatrixF rightWorld(originalWorld);
      rightWorld.mulL(rightWorldTrans);
      GFX->setWorldMatrix(rightWorld);

      gfxFrustum = GFX->getFrustum();
      gfxFrustum.setProjectionOffset(Point2F(-projOffset.x, projOffset.y));
      GFX->setFrustum(gfxFrustum);

      SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
      SceneRenderState renderStateRight( this, renderState->getScenePassType(), cameraStateRight );
      renderStateRight.setSceneRenderStyle(SRS_SideBySide);
      renderStateRight.setSceneRenderField(1);

      renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone );

      // Restore previous values
      GFX->setWorldMatrix(originalWorld);
      gfxFrustum.clearProjectionOffset();
      GFX->setFrustum(gfxFrustum);
      GFX->setViewport(originalVP);
   }
   else
   {
      renderSceneNoLights( renderState, objectMask, baseObject, baseZone );
   }

   // Trigger the post-render signal.

   PROFILE_START( SceneGraphRender_postRenderSignal );
      mCurrentRenderState = renderState;
      getPostRenderSignal().trigger( this, renderState );
      mCurrentRenderState = NULL;
   PROFILE_END();

   // Remove the previously registered lights.

   PROFILE_START( SceneGraph_unregisterLights);
      LIGHTMGR->unregisterAllLights();
   PROFILE_END();
}