VisibilityTester.cpp 5.7 KB

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  1. #include <boost/foreach.hpp>
  2. #include "VisibilityTester.h"
  3. #include "Scene.h"
  4. #include "ModelNode.h"
  5. #include "SkinNode.h"
  6. #include "ModelPatchNode.h"
  7. #include "Material.h"
  8. #include "Sphere.h"
  9. #include "PointLight.h"
  10. #include "SpotLight.h"
  11. //======================================================================================================================
  12. // CmpDistanceFromOrigin::operator() =
  13. //======================================================================================================================
  14. bool VisibilityTester::CmpDistanceFromOrigin::operator()(const SceneNode* a, const SceneNode* b) const
  15. {
  16. return (a->getWorldTransform().getOrigin() - o).getLengthSquared() <
  17. (b->getWorldTransform().getOrigin() - o).getLengthSquared();
  18. }
  19. //======================================================================================================================
  20. // Constructor =
  21. //======================================================================================================================
  22. VisibilityTester::VisibilityTester(Scene& scene_):
  23. scene(scene_)
  24. {}
  25. //======================================================================================================================
  26. // test =
  27. //======================================================================================================================
  28. void VisibilityTester::test(Camera& cam)
  29. {
  30. //
  31. // Set all nodes to not visible
  32. //
  33. BOOST_FOREACH(SceneNode* node, scene.getAllNodes())
  34. {
  35. node->setVisible(false);
  36. }
  37. //
  38. // Collect the lights for the main cam
  39. //
  40. cam.getVisiblePointLights().clear();
  41. cam.getVisibleSpotLights().clear();
  42. BOOST_FOREACH(Light* light, scene.getLights())
  43. {
  44. switch(light->getType())
  45. {
  46. // Point
  47. case Light::LT_POINT:
  48. {
  49. PointLight* pointl = static_cast<PointLight*>(light);
  50. Sphere sphere(pointl->getWorldTransform().getOrigin(), pointl->getRadius());
  51. if(cam.insideFrustum(sphere))
  52. {
  53. cam.getVisiblePointLights().push_back(pointl);
  54. pointl->setVisible(true);
  55. }
  56. break;
  57. }
  58. // Spot
  59. case Light::LT_SPOT:
  60. {
  61. SpotLight* spotl = static_cast<SpotLight*>(light);
  62. if(cam.insideFrustum(spotl->getCamera()))
  63. {
  64. cam.getVisibleSpotLights().push_back(spotl);
  65. spotl->setVisible(true);
  66. spotl->getCamera().setVisible(true);
  67. }
  68. break;
  69. }
  70. } // end switch
  71. } // end for all lights
  72. //
  73. // Get the renderables for the main cam
  74. //
  75. getRenderableNodes(false, cam);
  76. //
  77. // For every spot light camera collect the renderable nodes
  78. //
  79. BOOST_FOREACH(SpotLight* spot, cam.getVisibleSpotLights())
  80. {
  81. getRenderableNodes(true, spot->getCamera());
  82. }
  83. }
  84. //======================================================================================================================
  85. // test =
  86. //======================================================================================================================
  87. template<typename Type>
  88. bool VisibilityTester::test(const Type& tested, const Camera& cam)
  89. {
  90. return cam.insideFrustum(tested.getVisibilityShapeWSpace());
  91. }
  92. //======================================================================================================================
  93. // getRenderableNodes =
  94. //======================================================================================================================
  95. void VisibilityTester::getRenderableNodes(bool skipShadowless, Camera& cam)
  96. {
  97. cam.getVisibleMsRenderableNodes().clear();
  98. cam.getVisibleBsRenderableNodes().clear();
  99. //
  100. // ModelNodes
  101. //
  102. BOOST_FOREACH(ModelNode* node, scene.getModelNodes())
  103. {
  104. // Skip if the ModeNode is not visible
  105. if(!test(*node, cam))
  106. {
  107. continue;
  108. }
  109. node->setVisible(true);
  110. // If visible test every patch individually
  111. BOOST_FOREACH(ModelPatchNode* modelPatchNode, node->getModelPatchNodes())
  112. {
  113. // Skip shadowless
  114. if(skipShadowless && !modelPatchNode->getCpMtl().castsShadow())
  115. {
  116. continue;
  117. }
  118. // Test if visible by main camera
  119. if(test(*modelPatchNode, cam))
  120. {
  121. if(modelPatchNode->getCpMtl().renderInBlendingStage())
  122. {
  123. cam.getVisibleBsRenderableNodes().push_back(modelPatchNode);
  124. }
  125. else
  126. {
  127. cam.getVisibleMsRenderableNodes().push_back(modelPatchNode);
  128. }
  129. modelPatchNode->setVisible(true);
  130. }
  131. }
  132. }
  133. //
  134. // SkinNodes
  135. //
  136. BOOST_FOREACH(SkinNode* node, scene.getSkinNodes())
  137. {
  138. // Skip if the SkinNode is not visible
  139. if(!test(*node, cam))
  140. {
  141. continue;
  142. }
  143. node->setVisible(true);
  144. // Put all the patches into the visible container
  145. BOOST_FOREACH(SkinPatchNode* patchNode, node->getPatcheNodes())
  146. {
  147. // Skip shadowless
  148. if(skipShadowless && !patchNode->getCpMtl().castsShadow())
  149. {
  150. continue;
  151. }
  152. if(patchNode->getCpMtl().renderInBlendingStage())
  153. {
  154. cam.getVisibleBsRenderableNodes().push_back(patchNode);
  155. }
  156. else
  157. {
  158. cam.getVisibleMsRenderableNodes().push_back(patchNode);
  159. }
  160. patchNode->setVisible(true);
  161. }
  162. }
  163. //
  164. // Sort the renderables from closest to the camera to the farthest
  165. //
  166. std::sort(cam.getVisibleMsRenderableNodes().begin(), cam.getVisibleMsRenderableNodes().end(),
  167. CmpDistanceFromOrigin(cam.getWorldTransform().getOrigin()));
  168. std::sort(cam.getVisibleBsRenderableNodes().begin(), cam.getVisibleBsRenderableNodes().end(),
  169. CmpDistanceFromOrigin(cam.getWorldTransform().getOrigin()));
  170. }