4 #include "occludedscene.h"
14 OccludedScene::OccludedScene():
15 bounding_mesh(Resources::get_global().get<Mesh>("_occluder.mesh")),
16 bounding_shader(Resources::get_global().get<Program>("_occluder.glsl.shader")),
17 no_depth_write(LEQUAL, false),
18 occluder_min_size(0.25f),
19 queries(OCCLUSION_QUERY, 0),
22 no_color_write.write_mask = WRITE_NONE;
25 void OccludedScene::add(Renderable &r)
27 renderables.insert(&r);
31 void OccludedScene::remove(Renderable &r)
33 renderables.erase(&r);
37 void OccludedScene::populate_cache() const
42 if(queries.get_size()<renderables.size())
43 queries.resize(renderables.size());
44 if(occluded_cache.size()<renderables.size())
45 occluded_cache.resize(renderables.size());
47 auto j = occluded_cache.begin();
48 for(Renderable *r: renderables)
50 for(; j!=occluded_cache.end(); ++j)
53 j->in_frustum = false;
59 void OccludedScene::setup_frame(Renderer &renderer)
62 for(const OccludedRenderable &o: occluded_cache)
63 o.renderable->setup_frame(renderer);
66 void OccludedScene::finish_frame()
68 for(const OccludedRenderable &o: occluded_cache)
69 o.renderable->finish_frame();
72 void OccludedScene::render(Renderer &renderer, Tag tag) const
74 if(renderables.empty())
79 const Camera *camera = renderer.get_camera();
82 for(const OccludedRenderable &o: occluded_cache)
83 renderer.render(*o.renderable, tag);
87 const Vector3 &camera_pos = camera->get_position();
88 const Vector3 &look_dir = camera->get_look_direction();
89 float near_clip = camera->get_near_clip();
90 float frustum_h = tan(camera->get_field_of_view()/2.0f)*2.0f;
92 // Perform frustum culling and render any major occluders
93 bool use_frustum = setup_frustum(renderer);
94 for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->renderable); ++i)
96 i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
100 const Matrix *matrix = i->renderable->get_matrix();
101 i->bounding_sphere = i->renderable->get_bounding_sphere();
102 if(matrix && i->bounding_sphere)
104 float depth = dot(*matrix*i->bounding_sphere->get_center()-camera_pos, look_dir);
105 float size = i->bounding_sphere->get_radius()*2/max(depth, near_clip);
106 i->occluder = (size>frustum_h*occluder_min_size);
109 // If the size can't be calculated, treat it as occluder
113 renderer.render(*i->renderable, tag);
116 // Move all objects within the frustum to the beginning of the array
117 for(auto i=occluded_cache.begin(), j=i+renderables.size()-1; i!=j; )
121 else if(j->in_frustum)
128 Renderer::Push push(renderer);
129 renderer.set_shader_program(&bounding_shader);
131 renderer.set_blend(&no_color_write);
132 // XXX Preserve existing depth test predicate
133 renderer.set_depth_test(&no_depth_write);
135 // Fire off the occlusion queries
136 for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
139 QueryPool::Activate activate_query(renderer, queries, i-occluded_cache.begin());
140 Renderer::Push push2(renderer);
141 renderer.transform(Matrix(*i->renderable->get_matrix())
142 .translate(i->bounding_sphere->get_center())
143 .scale(i->bounding_sphere->get_radius()));
144 bounding_mesh.draw(renderer);
148 // Render anything that has a chance of being visible
149 for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
150 if(!i->occluder && queries.get_result(i-occluded_cache.begin()))
151 renderer.render(*i->renderable, tag);
155 OccludedScene::OccludedRenderable::OccludedRenderable():