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 queries(OCCLUSION_QUERY, 0)
19 no_color_write.write_mask = WRITE_NONE;
22 void OccludedScene::add(Renderable &r)
24 renderables.insert(&r);
28 void OccludedScene::remove(Renderable &r)
30 renderables.erase(&r);
34 void OccludedScene::populate_cache() const
39 if(queries.get_size()<renderables.size())
40 queries.resize(renderables.size());
41 if(occluded_cache.size()<renderables.size())
42 occluded_cache.resize(renderables.size());
44 auto j = occluded_cache.begin();
45 for(Renderable *r: renderables)
47 for(; j!=occluded_cache.end(); ++j)
50 j->in_frustum = false;
56 void OccludedScene::setup_frame(Renderer &renderer)
59 for(const OccludedRenderable &o: occluded_cache)
60 o.renderable->setup_frame(renderer);
63 void OccludedScene::finish_frame()
65 for(const OccludedRenderable &o: occluded_cache)
66 o.renderable->finish_frame();
69 void OccludedScene::render(Renderer &renderer, Tag tag) const
71 if(renderables.empty())
76 const Camera *camera = renderer.get_camera();
79 for(const OccludedRenderable &o: occluded_cache)
80 renderer.render(*o.renderable, tag);
84 const Vector3 &camera_pos = camera->get_position();
85 const Vector3 &look_dir = camera->get_look_direction();
86 float near_clip = camera->get_near_clip();
87 float frustum_h = tan(camera->get_field_of_view()/2.0f)*2.0f;
89 // Perform frustum culling and render any major occluders
90 bool use_frustum = setup_frustum(renderer);
91 for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->renderable); ++i)
93 i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
97 const Matrix *matrix = i->renderable->get_matrix();
98 i->bounding_sphere = i->renderable->get_bounding_sphere();
99 if(matrix && i->bounding_sphere)
101 float depth = dot(*matrix*i->bounding_sphere->get_center()-camera_pos, look_dir);
102 float size = i->bounding_sphere->get_radius()*2/max(depth, near_clip);
103 i->occluder = (size>frustum_h*occluder_min_size);
106 // If the size can't be calculated, treat it as occluder
110 renderer.render(*i->renderable, tag);
113 // Move all objects within the frustum to the beginning of the array
114 for(auto i=occluded_cache.begin(), j=i+renderables.size()-1; i!=j; )
118 else if(j->in_frustum)
125 Renderer::Push push(renderer);
126 renderer.set_shader_program(&bounding_shader);
128 renderer.set_blend(&no_color_write);
129 // XXX Preserve existing depth test predicate
130 renderer.set_depth_test(&no_depth_write);
132 // Fire off the occlusion queries
133 for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
136 QueryPool::Activate activate_query(renderer, queries, i-occluded_cache.begin());
137 Renderer::Push push2(renderer);
138 renderer.transform(Matrix(*i->renderable->get_matrix())
139 .translate(i->bounding_sphere->get_center())
140 .scale(i->bounding_sphere->get_radius()));
141 bounding_mesh.draw(renderer);
145 // Render anything that has a chance of being visible
146 for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
147 if(!i->occluder && queries.get_result(i-occluded_cache.begin()))
148 renderer.render(*i->renderable, tag);