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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 super::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]->framebuffer());
00105 VL_CHECK(mRendering->renderers()[0]->framebuffer()->openglContext());
00106
00107
00108 mOpenGLContext = mRendering->renderers()[0]->framebuffer()->openglContext();
00109
00110
00111 mOpenGLContext->makeCurrent();
00112 VL_CHECK_OGL();
00113
00114
00115 mOpenGLContext->resetContextStates(RCS_RenderingStarted);
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(RCS_RenderingFinished);
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]->framebuffer())
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]->framebuffer()->openglContext())
00157 {
00158 vl::Log::error("Rendering::render(): invalid Framebuffer 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()->boundTransform())
00180 camera()->setModelingMatrix( camera()->boundTransform()->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()->modelingMatrix().getT(),
00194 camera()->modelingMatrix().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 fillRenderQueue( actorQueue() );
00235
00236
00237
00238 if (renderQueueSorter())
00239 renderQueue()->sort( renderQueueSorter(), camera() );
00240
00241
00242
00243 const RenderQueue* render_queue = renderQueue();
00244 for(size_t i=0; i<renderers().size(); ++i)
00245 {
00246 if (renderers()[i])
00247 {
00248 if (renderers()[i]->framebuffer() == NULL)
00249 {
00250 vl::Log::error( Say("Rendering::render(): no RendererTarget specified for Renderer #%n!\n") << i );
00251 VL_TRAP();
00252 continue;
00253 }
00254
00255 if (renderers()[i]->framebuffer()->openglContext() == NULL)
00256 {
00257 vl::Log::error( Say("Rendering::render(): invalid Framebuffer for Renderer #%n, OpenGLContext is NULL!\n") << i );
00258 VL_TRAP();
00259 continue;
00260 }
00261
00262
00263 render_queue = renderers()[i]->render( render_queue, camera(), frameClock() );
00264 }
00265 }
00266
00267 VL_CHECK_OGL()
00268 }
00269
00270 void Rendering::fillRenderQueue( ActorCollection* actor_list )
00271 {
00272 if (actor_list == NULL)
00273 return;
00274
00275 if (actor_list->empty())
00276 return;
00277
00278 if (camera() == NULL)
00279 return;
00280
00281 if (enableMask() == 0)
00282 return;
00283
00284 RenderQueue* list = renderQueue();
00285 std::set<Shader*> shader_set;
00286
00287
00288
00289 for(int iactor=0; iactor < actor_list->size(); iactor++)
00290 {
00291 Actor* actor = actor_list->at(iactor);
00292
00293 VL_CHECK(actor->lod(0))
00294
00295 if ( !isEnabled(actor->enableMask()) )
00296 continue;
00297
00298
00299 actor->computeBounds();
00300
00301 Effect* effect = actor->effect();
00302 VL_CHECK(effect)
00303
00304
00305
00306 for( std::map< unsigned int, ref<Effect> >::iterator eom_it = mEffectOverrideMask.begin();
00307 eom_it != mEffectOverrideMask.end();
00308 ++eom_it )
00309 {
00310 if (eom_it->first & actor->enableMask())
00311 effect = eom_it->second.get();
00312 }
00313
00314 if ( !isEnabled(effect->enableMask()) )
00315 continue;
00316
00317
00318
00319 int effect_lod = effect->evaluateLOD( actor, camera() );
00320
00321 int geometry_lod = 0;
00322 if ( evaluateLOD() )
00323 geometry_lod = actor->evaluateLOD( camera() );
00324
00325
00326
00327 RenderToken* prev_pass = NULL;
00328 const int pass_count = effect->lod(effect_lod)->size();
00329 for(int ipass=0; ipass<pass_count; ++ipass)
00330 {
00331
00332
00333 Shader* shader = effect->lod(effect_lod)->at(ipass);
00334
00335
00336
00337
00338 RenderToken* tok = list->newToken(prev_pass != NULL);
00339
00340
00341 if ( prev_pass != NULL )
00342 prev_pass->mNextPass = tok;
00343 prev_pass = tok;
00344 tok->mNextPass = NULL;
00345
00346 tok->mActor = actor;
00347 tok->mRenderable = actor->lod(geometry_lod);
00348
00349 tok->mShader = shader;
00350
00351 if ( shaderAnimationEnabled() )
00352 {
00353 VL_CHECK(frameClock() >= 0)
00354 if( frameClock() >= 0 )
00355 {
00356
00357 if ( shader->lastUpdateTime() != frameClock() && shader->shaderAnimator() && shader->shaderAnimator()->isEnabled() )
00358 {
00359
00360 shader->shaderAnimator()->updateShader( shader, camera(), frameClock() );
00361
00362
00363 shader->setLastUpdateTime( frameClock() );
00364 }
00365 }
00366 }
00367
00368 if ( automaticResourceInit() && shader_set.find(shader) == shader_set.end() )
00369 {
00370 shader_set.insert(shader);
00371
00372
00373 if (shader->glslProgram() && !shader->glslProgram()->linked())
00374 {
00375 shader->glslProgram()->linkProgram();
00376 VL_CHECK( shader->glslProgram()->linked() );
00377 }
00378
00379
00380 if ( shader->gocRenderStateSet() )
00381 {
00382 size_t count = shader->gocRenderStateSet()->renderStatesCount();
00383 RenderStateSlot* states = shader->gocRenderStateSet()->renderStates();
00384 for( size_t i=0; i<count; ++i )
00385 {
00386 if (states[i].mRS->type() == RS_TextureSampler)
00387 {
00388 TextureSampler* tex_unit = static_cast<TextureSampler*>( states[i].mRS.get() );
00389 VL_CHECK(tex_unit);
00390 if (tex_unit)
00391 {
00392 if (tex_unit->texture() && tex_unit->texture()->setupParams())
00393 tex_unit->texture()->createTexture();
00394 }
00395 }
00396 }
00397
00398 }
00399 }
00400
00401 tok->mEffectRenderRank = effect->renderRank();
00402 }
00403 }
00404 }
00405