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00032 #include <vlGraphics/Rendering.hpp>
00033 #include <vlGraphics/OpenGLContext.hpp>
00034 #include <vlGraphics/Renderer.hpp>
00035 #include <vlGraphics/SceneManager.hpp>
00036 #include <vlGraphics/RenderQueue.hpp>
00037 #include <vlGraphics/GLSL.hpp>
00038 #include <vlCore/Log.hpp>
00039 #include <vlCore/Say.hpp>
00040
00041 using namespace vl;
00042
00043
00044 Rendering::Rendering():
00045 mAutomaticResourceInit(true),
00046 mCullingEnabled(true),
00047 mEvaluateLOD(true),
00048 mShaderAnimationEnabled(true),
00049 mNearFarClippingPlanesOptimized(false)
00050 {
00051 VL_DEBUG_SET_OBJECT_NAME()
00052 mRenderQueueSorter = new RenderQueueSorterStandard;
00053 mActorQueue = new ActorCollection;
00054 mRenderQueue = new RenderQueue;
00055 mSceneManagers = new Collection<SceneManager>;
00056 mCamera = new Camera;
00057 mTransform = new Transform;
00058 mRenderers.push_back( new Renderer );
00059 }
00060
00061 Rendering& Rendering::operator=(const Rendering& other)
00062 {
00063 RenderingAbstract::operator=(other);
00064
00065 mEnableMask = other.mEnableMask;
00066 mAutomaticResourceInit = other.mAutomaticResourceInit;
00067 mCullingEnabled = other.mCullingEnabled;
00068 mEvaluateLOD = other.mEvaluateLOD;
00069 mShaderAnimationEnabled = other.mShaderAnimationEnabled;
00070 mNearFarClippingPlanesOptimized = other.mNearFarClippingPlanesOptimized;
00071
00072 mRenderQueueSorter = other.mRenderQueueSorter;
00073
00074
00075 *mSceneManagers = *other.mSceneManagers;
00076 mRenderers = other.mRenderers;
00077 mCamera = other.mCamera;
00078 mTransform = other.mTransform;
00079
00080 return *this;
00081 }
00082
00083 void Rendering::render()
00084 {
00085 VL_CHECK(camera());
00086 VL_CHECK(camera()->viewport());
00087
00088
00089
00090 if ( enableMask() == 0 )
00091 return;
00092
00093
00094
00095 class InOutContract
00096 {
00097 Rendering* mRendering;
00098 OpenGLContext* mOpenGLContext;
00099
00100 public:
00101 InOutContract(Rendering* rendering): mRendering(rendering)
00102 {
00103 VL_CHECK(mRendering->renderers().size());
00104 VL_CHECK(mRendering->renderers()[0]->renderTarget());
00105 VL_CHECK(mRendering->renderers()[0]->renderTarget()->openglContext());
00106
00107
00108 mOpenGLContext = mRendering->renderers()[0]->renderTarget()->openglContext();
00109
00110
00111 mOpenGLContext->makeCurrent();
00112 VL_CHECK_OGL();
00113
00114
00115 mOpenGLContext->resetContextStates();
00116
00117
00118 mRendering->dispatchOnRenderingStarted();
00119
00120
00121 VL_CHECK_OGL()
00122 }
00123
00124 ~InOutContract()
00125 {
00126
00127 mRendering->dispatchOnRenderingFinished();
00128
00129
00130 VL_CHECK_OGL()
00131
00132
00133 mOpenGLContext->resetContextStates();
00134 }
00135 } contract(this);
00136
00137
00138
00139 if (renderers().empty())
00140 {
00141 vl::Log::error("Rendering::render(): no Renderer specified for this Rendering!\n");
00142 VL_TRAP();
00143 return;
00144 }
00145
00146 if (!renderers()[0]->renderTarget())
00147 {
00148 vl::Log::error("Rendering::render(): no RendererTarget specified for Renderer #0!\n");
00149 VL_TRAP();
00150 return;
00151 }
00152
00153 if (!renderers()[0]->renderTarget()->openglContext())
00154 {
00155 vl::Log::error("Rendering::render(): invalid RenderTarget for Renderer #0, OpenGLContext is NULL!\n");
00156 VL_TRAP();
00157 return;
00158 }
00159
00160 if (sceneManagers()->empty())
00161 return;
00162
00163 if (!camera())
00164 return;
00165
00166 if (!camera()->viewport())
00167 return;
00168
00169
00170
00171 if (transform() != NULL)
00172 transform()->computeWorldMatrixRecursive( camera() );
00173
00174
00175
00176 if (camera()->followedTransform())
00177 camera()->setInverseViewMatrix( camera()->followedTransform()->worldMatrix() );
00178
00179 VL_CHECK_OGL()
00180
00181
00182
00183 camera()->computeFrustumPlanes();
00184
00185
00186 if (nearFarClippingPlanesOptimized())
00187 {
00188
00189 camera()->frustum().planes().resize(5);
00190 camera()->frustum().planes()[4] = Plane( camera()->inverseViewMatrix().getT(),
00191 camera()->inverseViewMatrix().getZ());
00192 }
00193
00194 actorQueue()->clear();
00195 for(int i=0; i<sceneManagers()->size(); ++i)
00196 {
00197 if ( isEnabled(sceneManagers()->at(i)->enableMask()) )
00198 {
00199 if (cullingEnabled() && sceneManagers()->at(i)->cullingEnabled())
00200 {
00201 if (sceneManagers()->at(i)->boundsDirty())
00202 sceneManagers()->at(i)->computeBounds();
00203
00204 bool visible = !camera()->frustum().cull(sceneManagers()->at(i)->boundingSphere()) &&
00205 !camera()->frustum().cull(sceneManagers()->at(i)->boundingBox());
00206 if ( visible )
00207 sceneManagers()->at(i)->extractVisibleActors( *actorQueue(), camera() );
00208 }
00209 else
00210 sceneManagers()->at(i)->extractActors( *actorQueue() );
00211 }
00212 }
00213
00214
00215 if (nearFarClippingPlanesOptimized())
00216 {
00217 Sphere world_bounding_sphere;
00218 for(int i=0; i<actorQueue()->size(); ++i)
00219 world_bounding_sphere += actorQueue()->at(i)->boundingSphere();
00220
00221
00222 camera()->computeNearFarOptimizedProjMatrix(world_bounding_sphere);
00223
00224
00225 camera()->computeFrustumPlanes();
00226 }
00227
00228
00229
00230 renderQueue()->clear();
00231
00232 fillRenderQueue( actorQueue() );
00233
00234
00235
00236 if (renderQueueSorter())
00237 renderQueue()->sort( renderQueueSorter(), camera() );
00238
00239
00240
00241 const RenderQueue* render_queue = renderQueue();
00242 for(size_t i=0; i<renderers().size(); ++i)
00243 {
00244 if (renderers()[i])
00245 {
00246 if (renderers()[i]->renderTarget() == NULL)
00247 {
00248 vl::Log::error( Say("Rendering::render(): no RendererTarget specified for Renderer #%n!\n") << i );
00249 VL_TRAP();
00250 continue;
00251 }
00252 if (renderers()[i]->renderTarget()->openglContext() == NULL)
00253 {
00254 vl::Log::error( Say("Rendering::render(): invalid RenderTarget for Renderer #%n, OpenGLContext is NULL!\n") << i );
00255 VL_TRAP();
00256 continue;
00257 }
00258
00259 render_queue = renderers()[i]->render( render_queue, camera(), frameClock() );
00260 }
00261 }
00262
00263 VL_CHECK_OGL()
00264 }
00265
00266 void Rendering::fillRenderQueue( ActorCollection* actor_list )
00267 {
00268 if (actor_list == NULL)
00269 return;
00270
00271 if (actor_list->empty())
00272 return;
00273
00274 if (camera() == NULL)
00275 return;
00276
00277 if (enableMask() == 0)
00278 return;
00279
00280 RenderQueue* list = renderQueue();
00281 std::set<Shader*> shader_set;
00282
00283
00284
00285 for(int iactor=0; iactor < actor_list->size(); iactor++)
00286 {
00287 Actor* actor = actor_list->at(iactor);
00288
00289 VL_CHECK(actor->lod(0))
00290
00291 if ( !isEnabled(actor->enableMask()) )
00292 continue;
00293
00294
00295 actor->computeBounds();
00296
00297 Effect* effect = actor->effect();
00298 VL_CHECK(effect)
00299
00300
00301
00302 for( std::map< unsigned int, ref<Effect> >::const_iterator eom_it = mEffectOverrideMask.begin();
00303 eom_it != mEffectOverrideMask.end();
00304 ++eom_it )
00305 {
00306 if (eom_it->first & actor->enableMask())
00307 effect = eom_it->second.get();
00308 }
00309
00310 if ( !isEnabled(effect->enableMask()) )
00311 continue;
00312
00313
00314
00315 int effect_lod = effect->evaluateLOD( actor, camera() );
00316
00317 int geometry_lod = 0;
00318 if ( evaluateLOD() )
00319 geometry_lod = actor->evaluateLOD( camera() );
00320
00321
00322
00323 RenderToken* prev_pass = NULL;
00324 const int pass_count = effect->lod(effect_lod)->size();
00325 for(int ipass=0; ipass<pass_count; ++ipass)
00326 {
00327
00328
00329 Shader* shader = effect->lod(effect_lod)->at(ipass);
00330
00331
00332
00333
00334 RenderToken* tok = list->newToken(prev_pass != NULL);
00335
00336
00337 if ( prev_pass != NULL )
00338 prev_pass->mNextPass = tok;
00339 prev_pass = tok;
00340 tok->mNextPass = NULL;
00341
00342 tok->mActor = actor;
00343 tok->mRenderable = actor->lod(geometry_lod).get();
00344
00345 tok->mShader = shader;
00346
00347 if ( shaderAnimationEnabled() )
00348 {
00349 VL_CHECK(frameClock() >= 0)
00350 if( frameClock() >= 0 )
00351 {
00352
00353 if ( shader->lastUpdateTime() != frameClock() && shader->shaderAnimator() && shader->shaderAnimator()->isEnabled() )
00354 {
00355
00356 shader->shaderAnimator()->updateShader( shader, camera(), frameClock() );
00357
00358
00359 shader->setLastUpdateTime( frameClock() );
00360 }
00361 }
00362 }
00363
00364 if ( automaticResourceInit() && shader_set.find(shader) == shader_set.end() )
00365 {
00366 shader_set.insert(shader);
00367
00368
00369 if (shader->glslProgram())
00370 {
00371 shader->glslProgram()->linkProgram();
00372 VL_CHECK( shader->glslProgram()->linked() );
00373 }
00374
00375
00376 if ( shader->gocRenderStateSet() )
00377 {
00378 const std::vector< ref<RenderState> >& states = shader->gocRenderStateSet()->renderStates();
00379 for( size_t i=0; i<states.size(); ++i )
00380 {
00381 if (states[i]->type() >= RS_TextureUnit0 && states[i]->type() < RS_TextureUnit0+VL_MAX_TEXTURE_UNITS)
00382 {
00383 TextureUnit* tex_unit = dynamic_cast<TextureUnit*>( states[i].get() );
00384 VL_CHECK(tex_unit);
00385 if (tex_unit)
00386 {
00387 if (tex_unit->texture() && tex_unit->texture()->setupParams())
00388 tex_unit->texture()->createTexture();
00389 }
00390 }
00391 }
00392
00393 }
00394 }
00395
00396 tok->mEffectRenderRank = effect->renderRank();
00397 }
00398 }
00399 }
00400