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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 mRendering->actorQueue()->resize(0);
00131
00132
00133 VL_CHECK_OGL()
00134
00135
00136 mOpenGLContext->resetContextStates();
00137 }
00138 } contract(this);
00139
00140
00141
00142 if (renderers().empty())
00143 {
00144 vl::Log::error("Rendering::render(): no Renderer specified for this Rendering!\n");
00145 VL_TRAP();
00146 return;
00147 }
00148
00149 if (!renderers()[0]->renderTarget())
00150 {
00151 vl::Log::error("Rendering::render(): no RendererTarget specified for Renderer #0!\n");
00152 VL_TRAP();
00153 return;
00154 }
00155
00156 if (!renderers()[0]->renderTarget()->openglContext())
00157 {
00158 vl::Log::error("Rendering::render(): invalid RenderTarget for Renderer #0, OpenGLContext is NULL!\n");
00159 VL_TRAP();
00160 return;
00161 }
00162
00163 if (sceneManagers()->empty())
00164 return;
00165
00166 if (!camera())
00167 return;
00168
00169 if (!camera()->viewport())
00170 return;
00171
00172
00173
00174 if (transform() != NULL)
00175 transform()->computeWorldMatrixRecursive( camera() );
00176
00177
00178
00179 if (camera()->followedTransform())
00180 camera()->setInverseViewMatrix( camera()->followedTransform()->worldMatrix() );
00181
00182 VL_CHECK_OGL()
00183
00184
00185
00186 camera()->computeFrustumPlanes();
00187
00188
00189 if (nearFarClippingPlanesOptimized())
00190 {
00191
00192 camera()->frustum().planes().resize(5);
00193 camera()->frustum().planes()[4] = Plane( camera()->inverseViewMatrix().getT(),
00194 camera()->inverseViewMatrix().getZ());
00195 }
00196
00197 actorQueue()->clear();
00198 for(int i=0; i<sceneManagers()->size(); ++i)
00199 {
00200 if ( isEnabled(sceneManagers()->at(i)->enableMask()) )
00201 {
00202 if (cullingEnabled() && sceneManagers()->at(i)->cullingEnabled())
00203 {
00204 if (sceneManagers()->at(i)->boundsDirty())
00205 sceneManagers()->at(i)->computeBounds();
00206
00207 bool visible = !camera()->frustum().cull(sceneManagers()->at(i)->boundingSphere()) &&
00208 !camera()->frustum().cull(sceneManagers()->at(i)->boundingBox());
00209 if ( visible )
00210 sceneManagers()->at(i)->extractVisibleActors( *actorQueue(), camera() );
00211 }
00212 else
00213 sceneManagers()->at(i)->extractActors( *actorQueue() );
00214 }
00215 }
00216
00217
00218 if (nearFarClippingPlanesOptimized())
00219 {
00220 Sphere world_bounding_sphere;
00221 for(int i=0; i<actorQueue()->size(); ++i)
00222 world_bounding_sphere += actorQueue()->at(i)->boundingSphere();
00223
00224
00225 camera()->computeNearFarOptimizedProjMatrix(world_bounding_sphere);
00226
00227
00228 camera()->computeFrustumPlanes();
00229 }
00230
00231
00232
00233 renderQueue()->clear();
00234
00235 fillRenderQueue( actorQueue() );
00236
00237
00238
00239 if (renderQueueSorter())
00240 renderQueue()->sort( renderQueueSorter(), camera() );
00241
00242
00243
00244 const RenderQueue* render_queue = renderQueue();
00245 for(size_t i=0; i<renderers().size(); ++i)
00246 {
00247 if (renderers()[i])
00248 {
00249 if (renderers()[i]->renderTarget() == NULL)
00250 {
00251 vl::Log::error( Say("Rendering::render(): no RendererTarget specified for Renderer #%n!\n") << i );
00252 VL_TRAP();
00253 continue;
00254 }
00255 if (renderers()[i]->renderTarget()->openglContext() == NULL)
00256 {
00257 vl::Log::error( Say("Rendering::render(): invalid RenderTarget for Renderer #%n, OpenGLContext is NULL!\n") << i );
00258 VL_TRAP();
00259 continue;
00260 }
00261
00262 render_queue = renderers()[i]->render( render_queue, camera(), frameClock() );
00263 }
00264 }
00265
00266 VL_CHECK_OGL()
00267 }
00268
00269 void Rendering::fillRenderQueue( ActorCollection* actor_list )
00270 {
00271 if (actor_list == NULL)
00272 return;
00273
00274 if (actor_list->empty())
00275 return;
00276
00277 if (camera() == NULL)
00278 return;
00279
00280 if (enableMask() == 0)
00281 return;
00282
00283 RenderQueue* list = renderQueue();
00284 std::set<Shader*> shader_set;
00285
00286
00287
00288 for(int iactor=0; iactor < actor_list->size(); iactor++)
00289 {
00290 Actor* actor = actor_list->at(iactor);
00291
00292 VL_CHECK(actor->lod(0))
00293
00294 if ( !isEnabled(actor->enableMask()) )
00295 continue;
00296
00297
00298 actor->computeBounds();
00299
00300 Effect* effect = actor->effect();
00301 VL_CHECK(effect)
00302
00303
00304
00305 for( std::map< unsigned int, ref<Effect> >::const_iterator eom_it = mEffectOverrideMask.begin();
00306 eom_it != mEffectOverrideMask.end();
00307 ++eom_it )
00308 {
00309 if (eom_it->first & actor->enableMask())
00310 effect = eom_it->second.get();
00311 }
00312
00313 if ( !isEnabled(effect->enableMask()) )
00314 continue;
00315
00316
00317
00318 int effect_lod = effect->evaluateLOD( actor, camera() );
00319
00320 int geometry_lod = 0;
00321 if ( evaluateLOD() )
00322 geometry_lod = actor->evaluateLOD( camera() );
00323
00324
00325
00326 RenderToken* prev_pass = NULL;
00327 const int pass_count = effect->lod(effect_lod)->size();
00328 for(int ipass=0; ipass<pass_count; ++ipass)
00329 {
00330
00331
00332 Shader* shader = effect->lod(effect_lod)->at(ipass);
00333
00334
00335
00336
00337 RenderToken* tok = list->newToken(prev_pass != NULL);
00338
00339
00340 if ( prev_pass != NULL )
00341 prev_pass->mNextPass = tok;
00342 prev_pass = tok;
00343 tok->mNextPass = NULL;
00344
00345 tok->mActor = actor;
00346 tok->mRenderable = actor->lod(geometry_lod).get();
00347
00348 tok->mShader = shader;
00349
00350 if ( shaderAnimationEnabled() )
00351 {
00352 VL_CHECK(frameClock() >= 0)
00353 if( frameClock() >= 0 )
00354 {
00355
00356 if ( shader->lastUpdateTime() != frameClock() && shader->shaderAnimator() && shader->shaderAnimator()->isEnabled() )
00357 {
00358
00359 shader->shaderAnimator()->updateShader( shader, camera(), frameClock() );
00360
00361
00362 shader->setLastUpdateTime( frameClock() );
00363 }
00364 }
00365 }
00366
00367 if ( automaticResourceInit() && shader_set.find(shader) == shader_set.end() )
00368 {
00369 shader_set.insert(shader);
00370
00371
00372 if (shader->glslProgram())
00373 {
00374 shader->glslProgram()->linkProgram();
00375 VL_CHECK( shader->glslProgram()->linked() );
00376 }
00377
00378
00379 if ( shader->gocRenderStateSet() )
00380 {
00381 const std::vector< ref<RenderState> >& states = shader->gocRenderStateSet()->renderStates();
00382 for( size_t i=0; i<states.size(); ++i )
00383 {
00384 if (states[i]->type() >= RS_TextureUnit0 && states[i]->type() < RS_TextureUnit0+VL_MAX_TEXTURE_UNITS)
00385 {
00386 TextureUnit* tex_unit = dynamic_cast<TextureUnit*>( states[i].get() );
00387 VL_CHECK(tex_unit);
00388 if (tex_unit)
00389 {
00390 if (tex_unit->texture() && tex_unit->texture()->setupParams())
00391 tex_unit->texture()->createTexture();
00392 }
00393 }
00394 }
00395
00396 }
00397 }
00398
00399 tok->mEffectRenderRank = effect->renderRank();
00400 }
00401 }
00402 }
00403