/*------------------------------------------------------------------------- This source file is a part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. -------------------------------------------------------------------------*/ #ifndef __SceneManager_H__ #define __SceneManager_H__ // Precompiler options #include "OgrePrerequisites.h" #include "OgrePlane.h" #include "OgreQuaternion.h" #include "OgreColourValue.h" #include "OgreCommon.h" #include "OgreSceneQuery.h" #include "OgreAutoParamDataSource.h" #include "OgreAnimation.h" #include "OgreRenderQueue.h" #include "OgreRenderQueueSortingGrouping.h" #include "OgreResourceGroupManager.h" #include "OgreInstanceManager.h" #include "OgreManualObject.h" #include "OgreRenderSystem.h" #include "OgreLodListener.h" #include "OgreHeaderPrefix.h" #include "OgreNameGenerator.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Scene * @{ */ typedef std::vector ShadowTextureList; /** Structure containing the configuration for one shadow texture. */ struct ShadowTextureConfig { uint32 width; uint32 height; uint32 depth; PixelFormat format; uint16 depthBufferPoolId; uint16 extraFlags; uint8 fsaa; TextureType type; ShadowTextureConfig() : width(512), height(512), depth(1), format(PF_BYTE_RGBA), depthBufferPoolId(1), extraFlags(0), fsaa(0), type(TEX_TYPE_2D) { } }; typedef std::vector ShadowTextureConfigList; typedef ConstVectorIterator ConstShadowTextureConfigIterator; _OgreExport bool operator== ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs ); _OgreExport bool operator!= ( const ShadowTextureConfig& lhs, const ShadowTextureConfig& rhs ); /** Structure for holding a position & orientation pair. */ struct ViewPoint { Vector3 position; Quaternion orientation; }; // Forward declarations class CompositorChain; class Rectangle2D; class LodListener; struct MovableObjectLodChangedEvent; struct EntityMeshLodChangedEvent; struct EntityMaterialLodChangedEvent; class ShadowCasterSceneQueryListener; /** Structure collecting together information about the visible objects that have been discovered in a scene. */ struct _OgreExport VisibleObjectsBoundsInfo { /// The axis-aligned bounds of the visible objects AxisAlignedBox aabb; /// The axis-aligned bounds of the visible shadow receiver objects AxisAlignedBox receiverAabb; /// The closest a visible object is to the camera Real minDistance; /// The farthest a visible objects is from the camera Real maxDistance; /// The closest a object in the frustum regardless of visibility / shadow caster flags Real minDistanceInFrustum; /// The farthest object in the frustum regardless of visibility / shadow caster flags Real maxDistanceInFrustum; VisibleObjectsBoundsInfo(); void reset(); void merge(const AxisAlignedBox& boxBounds, const Sphere& sphereBounds, const Camera* cam, bool receiver=true); /** Merge an object that is not being rendered because it's not a shadow caster, but is a shadow receiver so should be included in the range. */ void mergeNonRenderedButInFrustum(const AxisAlignedBox& boxBounds, const Sphere& sphereBounds, const Camera* cam); }; struct ShadowTextureListener { ShadowTextureListener() {} virtual ~ShadowTextureListener() {} /** Event raised after all shadow textures have been rendered into for all queues / targets but before any other geometry has been rendered (including main scene geometry and any additional shadow receiver passes). This callback is useful for those that wish to perform some additional processing on shadow textures before they are used to render shadows. For example you could perform some filtering by rendering the existing shadow textures into another alternative shadow texture with a shader. @note This event will only be fired when texture shadows are in use. @param numberOfShadowTextures The number of shadow textures in use */ virtual void shadowTexturesUpdated(size_t numberOfShadowTextures) { (void)numberOfShadowTextures; } /** This event occurs just before the view & projection matrices are set for rendering into a shadow texture. You can use this event hook to perform some custom processing, such as altering the camera being used for rendering the light's view, including setting custom view & projection matrices if you want to perform an advanced shadow technique. @note This event will only be fired when texture shadows are in use. @param light Pointer to the light for which shadows are being rendered @param camera Pointer to the camera being used to render @param iteration For lights that use multiple shadow textures, the iteration number */ virtual void shadowTextureCasterPreViewProj(Light* light, Camera* camera, size_t iteration) { (void)light; (void)camera; (void)iteration; } /** This event occurs just before the view & projection matrices are set for re-rendering a shadow receiver. You can use this event hook to perform some custom processing, such as altering the projection frustum being used for rendering the shadow onto the receiver to perform an advanced shadow technique. @note This event will only be fired when texture shadows are in use. @param light Pointer to the light for which shadows are being rendered @param frustum Pointer to the projection frustum being used to project the shadow texture */ virtual void shadowTextureReceiverPreViewProj(Light* light, Frustum* frustum) { (void)light; (void)frustum; } /** Hook to allow the listener to override the ordering of lights for the entire frustum. Whilst ordinarily lights are sorted per rendered object (@ref MovableObject::queryLights), texture shadows adds another issue in that, given there is a finite number of shadow textures, we must choose which lights to render texture shadows from based on the entire frustum. These lights should always be listed first in every objects own list, followed by any other lights which will not cast texture shadows (either because they have shadow casting off, or there aren't enough shadow textures to service them). This hook allows you to override the detailed ordering of the lights per frustum. The default ordering is shadow casters first (which you must also respect if you override this method), and ordered by distance from the camera within those 2 groups. Obviously the closest lights with shadow casting enabled will be listed first. Only lights within the range of the frustum will be in the list. @param lightList The list of lights within range of the frustum which you may sort. @return true if you sorted the list, false otherwise. */ virtual bool sortLightsAffectingFrustum(LightList& lightList) { (void)lightList; return false; } }; /** Manages the organisation and rendering of a 'scene': a collection of objects and potentially world geometry. This class defines the interface and the basic behaviour of a 'Scene Manager'. A SceneManager organises the culling and rendering of the scene, in conjunction with the RenderQueue. This class is designed to be extended through subclassing in order to provide more specialised scene organisation structures for particular needs. The default SceneManager culls based on a hierarchy of node bounding boxes, other implementations can use an octree (see OctreeSceneManager), a BSP tree (see BspSceneManager), and many other options. New SceneManager implementations can be added at runtime by plugins, see SceneManagerEnumerator for the interfaces for adding new SceneManager types. There is a distinction between 'objects' (which subclass MovableObject, and are movable, discrete objects in the world), and 'world geometry', which is large, generally static geometry. World geometry tends to influence the SceneManager organisational structure (e.g. lots of indoor static geometry might result in a spatial tree structure) and as such world geometry is generally tied to a given SceneManager implementation, whilst MovableObject instances can be used with any SceneManager. Subclasses are free to define world geometry however they please. Multiple SceneManager instances can exist at one time, each one with a distinct scene. Which SceneManager is used to render a scene is dependent on the Camera, which will always call back the SceneManager which created it to render the scene. */ class _OgreExport SceneManager : public AnimationContainer, public SceneMgtAlloc { public: enum QueryTypeMask : uint32 { /// Query type mask which will be used for world geometry @see SceneQuery WORLD_GEOMETRY_TYPE_MASK = 0x80000000, /// Query type mask which will be used for entities @see SceneQuery ENTITY_TYPE_MASK = 0x40000000, /// Query type mask which will be used for effects like billboardsets / particle systems @see SceneQuery FX_TYPE_MASK = 0x20000000, /// Query type mask which will be used for StaticGeometry @see SceneQuery STATICGEOMETRY_TYPE_MASK = 0x10000000, /// Query type mask which will be used for lights @see SceneQuery LIGHT_TYPE_MASK = 0x08000000, /// Query type mask which will be used for frusta and cameras @see SceneQuery FRUSTUM_TYPE_MASK = 0x04000000, /// User type mask limit USER_TYPE_MASK_LIMIT = FRUSTUM_TYPE_MASK }; /// Describes the stage of rendering when performing complex illumination enum IlluminationRenderStage { /// No special illumination stage IRS_NONE, /// Render to texture stage, used for texture based shadows IRS_RENDER_TO_TEXTURE, /// Render from shadow texture to receivers stage IRS_RENDER_RECEIVER_PASS }; /** Enumeration of the possible modes allowed for processing the special case render queue list. @see SceneManager::setSpecialCaseRenderQueueMode */ enum SpecialCaseRenderQueueMode { /// Render only the queues in the special case list SCRQM_INCLUDE, /// Render all except the queues in the special case list SCRQM_EXCLUDE }; struct SkyDomeGenParameters { Real skyDomeCurvature; Real skyDomeTiling; Real skyDomeDistance; int skyDomeXSegments; int skyDomeYSegments; int skyDomeYSegments_keep; }; struct SkyPlaneGenParameters { Real skyPlaneScale; Real skyPlaneTiling; Real skyPlaneBow; int skyPlaneXSegments; int skyPlaneYSegments; }; struct SkyBoxGenParameters { Real skyBoxDistance; }; /** Class that allows listening in on the various stages of SceneManager processing, so that custom behaviour can be implemented from outside. */ class Listener { public: Listener() {} virtual ~Listener() {} /** Called prior to updating the scene graph in this SceneManager. This is called before updating the scene graph for a camera. @param source The SceneManager instance raising this event. @param camera The camera being updated. */ virtual void preUpdateSceneGraph(SceneManager* source, Camera* camera) { (void)source; (void)camera; } /** Called after updating the scene graph in this SceneManager. This is called after updating the scene graph for a camera. @param source The SceneManager instance raising this event. @param camera The camera being updated. */ virtual void postUpdateSceneGraph(SceneManager* source, Camera* camera) { (void)source; (void)camera; } /** Called prior to searching for visible objects in this SceneManager. Note that the render queue at this stage will be full of the last render's contents and will be cleared after this method is called. @param source The SceneManager instance raising this event. @param irs The stage of illumination being dealt with. IRS_NONE for a regular render, IRS_RENDER_TO_TEXTURE for a shadow caster render. @param v The viewport being updated. You can get the camera from here. */ virtual void preFindVisibleObjects(SceneManager* source, IlluminationRenderStage irs, Viewport* v) { (void)source; (void)irs; (void)v; } /** Called after searching for visible objects in this SceneManager. Note that the render queue at this stage will be full of the current scenes contents, ready for rendering. You may manually add renderables to this queue if you wish. @param source The SceneManager instance raising this event. @param irs The stage of illumination being dealt with. IRS_NONE for a regular render, IRS_RENDER_TO_TEXTURE for a shadow caster render. @param v The viewport being updated. You can get the camera from here. */ virtual void postFindVisibleObjects(SceneManager* source, IlluminationRenderStage irs, Viewport* v) { (void)source; (void)irs; (void)v; } /** Event notifying the listener of the SceneManager's destruction. */ virtual void sceneManagerDestroyed(SceneManager* source) { (void)source; } }; /** Inner helper class to implement the visitor pattern for rendering objects in a queue. */ class _OgreExport SceneMgrQueuedRenderableVisitor : public QueuedRenderableVisitor { private: /// Pass that was actually used at the grouping level const Pass* mUsedPass; public: SceneMgrQueuedRenderableVisitor() :transparentShadowCastersMode(false) {} ~SceneMgrQueuedRenderableVisitor() {} void visit(const Pass* p, RenderableList& rs) override; void visit(RenderablePass* rp) override; /// Target SM to send renderables to SceneManager* targetSceneMgr; /// Are we in transparent shadow caster mode? bool transparentShadowCastersMode; /// Automatic light handling? bool autoLights; /// Manual light list const LightList* manualLightList; /// Scissoring if requested? bool scissoring; /** Render a set of objects transparentShadowCastersMode is intended to be used to render the shadows of transparent objects which have transparency_casts_shadows set to 'on' in their material @see SceneManager::_injectRenderWithPass */ void renderObjects(const QueuedRenderableCollection& objs, QueuedRenderableCollection::OrganisationMode om, bool lightScissoringClipping, bool doLightIteration, const LightList* manualLightList = 0, bool transparentShadowCastersMode = false); void renderTransparents(const RenderPriorityGroup* priorityGrp, QueuedRenderableCollection::OrganisationMode om); }; /// Allow visitor helper to access protected methods friend class SceneMgrQueuedRenderableVisitor; typedef std::map CameraList; typedef std::map MovableObjectMap; typedef std::map StaticGeometryMap; private: HardwareVertexBufferPtr mInstanceBuffer; void renderInstancedObject(const RenderableList& rend, const Pass* pass, bool lightScissoringClipping, bool doLightIteration, const LightList* manualLightList = 0); /// Subclasses can override this to ensure their specialised SceneNode is used. virtual SceneNode* createSceneNodeImpl(void); /// Subclasses can override this to ensure their specialised SceneNode is used. virtual SceneNode* createSceneNodeImpl(const String& name); /// Instance name String mName; /// Queue of objects for rendering std::unique_ptr mRenderQueue; StaticGeometryMap mStaticGeometryList; typedef std::map InstanceManagerMap; InstanceManagerMap mInstanceManagerMap; /// The rendering system to send the scene to RenderSystem *mDestRenderSystem; protected: /** Central list of cameras - for easy memory management and lookup. */ CameraList mCameras; typedef std::vector SceneNodeList; /** Central list of SceneNodes - for easy memory management. @note Note that this list is used only for memory management; the structure of the scene is held using the hierarchy of SceneNodes starting with the root node. However you can look up nodes this way. */ SceneNodeList mSceneNodes; /// Camera in progress Camera* mCameraInProgress; private: /// additional map to speed up lookup by name std::map mNamedNodes; /// Current Viewport Viewport* mCurrentViewport; /// Root scene node std::unique_ptr mSceneRoot; /// Autotracking scene nodes typedef std::set AutoTrackingSceneNodes; AutoTrackingSceneNodes mAutoTrackingSceneNodes; // Sky params class _OgreExport SkyRenderer : public Listener { protected: SceneManager* mSceneManager; virtual void _updateRenderQueue(RenderQueue* queue) = 0; public: enum BoxPlane { BP_FRONT = 0, BP_BACK = 1, BP_LEFT = 2, BP_RIGHT = 3, BP_UP = 4, BP_DOWN = 5 }; SkyRenderer(SceneManager* owner); virtual ~SkyRenderer(); SceneNode* mSceneNode; bool mEnabled; void setEnabled(bool enable); void postFindVisibleObjects(SceneManager* source, IlluminationRenderStage irs, Viewport* vp) override; }; std::unique_ptr mSkyRenderer; class SkyPlaneRenderer : public SkyRenderer { Entity* mSkyPlaneEntity; Plane mSkyPlane; void _updateRenderQueue(RenderQueue* queue) override; public: SkyPlaneRenderer(SceneManager* owner) : SkyRenderer(owner), mSkyPlaneEntity(0) {} SkyPlaneGenParameters mSkyPlaneGenParameters; void create(const Plane& plane, const String& materialName, Real scale, Real tiling, uint8 renderQueue, Real bow, int xsegments, int ysegments, const String& groupName); }; class SkyBoxRenderer : public SkyRenderer { std::unique_ptr mSkyBoxObj; Quaternion mSkyBoxOrientation; void _updateRenderQueue(RenderQueue* queue) override; public: SkyBoxRenderer(SceneManager* owner) : SkyRenderer(owner) {} SkyBoxGenParameters mSkyBoxGenParameters; void create(const String& materialName, Real distance, uint8 renderQueue, const Quaternion& orientation, const String& groupName); }; class SkyDomeRenderer : public SkyRenderer { std::array mSkyDomeEntity; Quaternion mSkyDomeOrientation; MeshPtr createSkydomePlane( BoxPlane bp, Real curvature, Real tiling, Real distance, const Quaternion& orientation, int xsegments, int ysegments, int ySegmentsToKeep, const String& groupName); void _updateRenderQueue(RenderQueue* queue) override; public: SkyDomeRenderer(SceneManager* owner) : SkyRenderer(owner) {} SkyDomeGenParameters mSkyDomeGenParameters; void create(const String& materialName, Real curvature, Real tiling, Real distance, uint8 renderQueue, const Quaternion& orientation, int xsegments, int ysegments, int ysegments_keep, const String& groupName); }; // Fog FogMode mFogMode; ColourValue mFogColour; Real mFogStart; Real mFogEnd; Real mFogDensity; typedef std::set SpecialCaseRenderQueueList; SpecialCaseRenderQueueList mSpecialCaseQueueList; SpecialCaseRenderQueueMode mSpecialCaseQueueMode; uint8 mWorldGeometryRenderQueue; unsigned long mLastFrameNumber; bool mFlipCullingOnNegativeScale; CullingMode mPassCullingMode; static bool msPerRenderableLights; protected: /** Visible objects bounding box list. Holds an ABB for each camera that contains the physical extends of the visible scene elements by each camera. The map is crucial for shadow algorithms which have a focus step to limit the shadow sample distribution to only valid visible scene elements. */ typedef std::map< const Camera*, VisibleObjectsBoundsInfo> CamVisibleObjectsMap; CamVisibleObjectsMap mCamVisibleObjectsMap; /// Cached light information, used to tracking light's changes struct _OgreExport LightInfo { Light* light; /// Just a pointer for comparison, the light might destroyed for some reason int type; /// Use int instead of Light::LightTypes to avoid header file dependence Real range; /// Sets to zero if directional light Vector3 position; /// Sets to zero if directional light uint32 lightMask; /// Light mask bool operator== (const LightInfo& rhs) const { return light == rhs.light && type == rhs.type && range == rhs.range && position == rhs.position && lightMask == rhs.lightMask; } bool operator!= (const LightInfo& rhs) const { return !(*this == rhs); } }; typedef std::vector LightInfoList; LightList mLightsAffectingFrustum; LightInfoList mCachedLightInfos; LightInfoList mTestLightInfos; // potentially new list ulong mLightsDirtyCounter; /// Simple structure to hold MovableObject map and a mutex to go with it. struct MovableObjectCollection { MovableObjectMap map; OGRE_MUTEX(mutex); }; /** Gets the movable object collection for the given type name. This method create new collection if the collection does not exist. */ MovableObjectCollection* getMovableObjectCollection(const String& typeName); /** Gets the movable object collection for the given type name. This method throw exception if the collection does not exist. */ const MovableObjectCollection* getMovableObjectCollection(const String& typeName) const; /// Mutex over the collection of MovableObject types OGRE_MUTEX(mMovableObjectCollectionMapMutex); /** Internal method for initialising the render queue. Subclasses can use this to install their own RenderQueue implementation. */ virtual void initRenderQueue(void); /** Internal method to validate whether a Pass should be allowed to render. Called just before a pass is about to be used for rendering a group to allow the SceneManager to omit it if required. A return value of false skips this pass. */ bool validatePassForRendering(const Pass* pass); /** Internal method to validate whether a Renderable should be allowed to render. Called just before a pass is about to be used for rendering a Renderable to allow the SceneManager to omit it if required. A return value of false skips it. */ bool validateRenderableForRendering(const Pass* pass, const Renderable* rend); /** Internal utility method for rendering a single object. Assumes that the pass has already been set up. @copydetail _injectRenderWithPass @param lightScissoringClipping If true, passes that have the getLightScissorEnabled and/or getLightClipPlanesEnabled flags will cause calculation and setting of scissor rectangle and user clip planes. */ void renderSingleObject(Renderable* rend, const Pass* pass, bool lightScissoringClipping, bool doLightIteration, const LightList* manualLightList = 0); void updateCachedLightInfos(const Camera* camera); /** Internal method for locating a list of lights which could be affecting the frustum. Custom scene managers are encouraged to override this method to make use of their scene partitioning scheme to more efficiently locate lights, and to eliminate lights which may be occluded by world geometry. If the list of lights is different to the list returned by SceneManager::_getLightsAffectingFrustum before this method was called, then this method should update that cached list and call SceneManager::_notifyLightsDirty to mark that the internal light cache has changed. */ virtual void findLightsAffectingFrustum(const Camera* camera); /// Internal method for creating shadow textures (texture-based shadows) virtual void ensureShadowTexturesCreated(); const std::vector& getShadowTextureCameras(); bool isShadowTextureConfigDirty() const; /// Internal method for firing the queue start event, returns true if queue is to be skipped virtual bool fireRenderQueueStarted(uint8 id, const String& cameraName); /// Internal method for firing the queue end event, returns true if queue is to be repeated virtual bool fireRenderQueueEnded(uint8 id, const String& cameraName); private: /** Internal method for creating the AutoParamDataSource instance. */ AutoParamDataSource* createAutoParamDataSource(void) const { return OGRE_NEW AutoParamDataSource(); } /** Internal method for preparing the render queue for use with each render. */ void prepareRenderQueue(void); /** Internal method for setting the destination viewport for the next render. */ void setViewport(Viewport *vp); /// Internal method for firing the queue start event void firePreRenderQueues(); /// Internal method for firing the queue end event void firePostRenderQueues(); /// Internal method for firing when rendering a single object. void fireRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source, const LightList* pLightList, bool suppressRenderStateChanges); /// Internal method for firing pre update scene graph event void firePreUpdateSceneGraph(Camera* camera); /// Internal method for firing post update scene graph event void firePostUpdateSceneGraph(Camera* camera); /// Internal method for firing find visible objects event void firePreFindVisibleObjects(Viewport* v); /// Internal method for firing find visible objects event void firePostFindVisibleObjects(Viewport* v); /// Internal method for firing destruction event void fireSceneManagerDestroyed(); /** Internal method used by _renderSingleObject to render a single light pass */ void issueRenderWithLights(Renderable* rend, const Pass* pass, const LightList* pLightListToUse, bool lightScissoringClipping); typedef std::map MovableObjectCollectionMap; MovableObjectCollectionMap mMovableObjectCollectionMap; NameGenerator mMovableNameGenerator; /// Flag indicating whether SceneNodes will be rendered as a set of 3 axes bool mDisplayNodes; std::unique_ptr mDebugDrawer; /// Storage of animations, lookup by name AnimationList mAnimationsList; OGRE_MUTEX(mAnimationsListMutex); AnimationStateSet mAnimationStates; typedef std::vector RenderQueueListenerList; RenderQueueListenerList mRenderQueueListeners; typedef std::vector RenderObjectListenerList; RenderObjectListenerList mRenderObjectListeners; typedef std::vector ListenerList; ListenerList mListeners; /** Flag that indicates if all of the scene node's bounding boxes should be shown as a wireframe. */ bool mShowBoundingBoxes; /// Utility class for calculating automatic parameters for gpu programs std::unique_ptr mAutoParamDataSource; GpuProgramParametersPtr mFixedFunctionParams; CompositorChain* mActiveCompositorChain; bool mLateMaterialResolving; IlluminationRenderStage mIlluminationStage; typedef std::vector InstanceManagerVec; InstanceManagerVec mDirtyInstanceManagers; InstanceManagerVec mDirtyInstanceMgrsTmp; /** Updates all instance managaers with dirty instance batches. @see _addDirtyInstanceManager */ void updateDirtyInstanceManagers(void); void _destroySceneNode(SceneNodeList::iterator it); ShadowTechnique mShadowTechnique; struct _OgreExport TextureShadowRenderer { typedef std::vector CameraList; typedef std::map< const Camera*, const Light* > ShadowCamLightMapping; TextureShadowRenderer(SceneManager* owner); ~TextureShadowRenderer(); SceneManager* mSceneManager; RenderSystem* mDestRenderSystem; // common members end /// A pass designed to let us render shadow colour on white for texture shadows Pass* mShadowCasterPlainBlackPass; /// A pass designed to let us render shadow receivers for texture shadows Pass* mShadowReceiverPass; Pass* mShadowTextureCustomCasterPass; Pass* mShadowTextureCustomReceiverPass; SamplerPtr mBorderSampler; TexturePtr mSpotFadeTexture; TexturePtr mNoShadowTexture; CameraList mShadowTextureCameras; LightList mShadowTextureCurrentCasterLightList; // remove for 13.4: unused // ShadowCamera to light mapping ShadowCamLightMapping mShadowCamLightMapping; // Array defining shadow texture index in light list. std::vector mShadowTextureIndexLightList; ShadowTextureList mShadowTextures; Real mDefaultShadowFarDist; Real mDefaultShadowFarDistSquared; Real mShadowTextureOffset; /// Proportion of texture offset in view direction e.g. 0.4 Real mShadowTextureFadeStart; /// As a proportion e.g. 0.6 Real mShadowTextureFadeEnd; /// As a proportion e.g. 0.9 bool mShadowTextureSelfShadow; bool mShadowTextureConfigDirty; bool mShadowCasterRenderBackFaces; ShadowTextureConfigList mShadowTextureConfigList; /// Array defining shadow count per light type. size_t mShadowTextureCountPerType[3]; /// default shadow camera setup ShadowCameraSetupPtr mDefaultShadowCameraSetup; ShadowCameraSetupPtr mCullCameraSetup; void setShadowTechnique(ShadowTechnique technique); /** Internal method for turning a regular pass into a shadow caster pass. This is only used for texture shadows, basically we're trying to ensure that objects are rendered solid black. This method will usually return the standard solid black pass for all fixed function passes, but will merge in a vertex program and fudge the AutoParamDataSource to set black lighting for passes with vertex programs. */ const Pass* deriveShadowCasterPass(const Pass* pass); /** Internal method for turning a regular pass into a shadow receiver pass. This is only used for texture shadows, basically we're trying to ensure that objects are rendered with a projective texture. This method will usually return a standard single-texture pass for all fixed function passes, but will merge in a vertex program for passes with vertex programs. */ const Pass* deriveShadowReceiverPass(const Pass* pass); const Pass* deriveTextureShadowPass(const Pass* pass); void setShadowTextureCasterMaterial(const MaterialPtr& mat); void setShadowTextureReceiverMaterial(const MaterialPtr& mat); void render(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /// Internal method for creating shadow textures (texture-based shadows) void ensureShadowTexturesCreated(); void setupRenderTarget(const String& camName, RenderTarget* rendTarget, uint16 depthBufferId); void updateShadowTextures(Camera* cam, Viewport* vp, const LightList* lightList); void prepareTexCam(Camera* texCam, Camera* cam, Viewport* vp, Light* light, size_t j); /// Internal method for destroying shadow textures (texture-based shadows) void destroyShadowTextures(void); /** Render a group rendering only shadow casters. */ void renderTextureShadowCasterQueueGroupObjects(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Render a group rendering only shadow receivers. */ void renderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Render a group with the added complexity of modulative texture shadows. */ void renderModulativeTextureShadowedQueueGroupObjects(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Render a group with additive texture shadows. */ void renderAdditiveTextureShadowedQueueGroupObjects(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Returns the shadow caster AAB for a specific light-camera combination */ const VisibleObjectsBoundsInfo& getShadowCasterBoundsInfo(const Light* light, size_t iteration) const; const TexturePtr& getShadowTexture(size_t shadowIndex); size_t getShadowTexIndex(size_t lightIndex); void resolveShadowTexture(TextureUnitState* tu, size_t shadowIndex, size_t shadowTexUnitIndex) const; void setShadowTextureSettings(uint16 size, uint16 count, PixelFormat fmt, uint16 fsaa, uint16 depthBufferPoolId); void setShadowTextureSize(unsigned short size); void setShadowTextureCount(size_t count); void setShadowTexturePixelFormat(PixelFormat fmt); void setShadowTextureFSAA(unsigned short fsaa); void setShadowTextureConfig(size_t shadowIndex, const ShadowTextureConfig& config); void setShadowTextureConfig(size_t shadowIndex, uint16 width, uint16 height, PixelFormat format, uint16 fsaa, uint16 depthBufferPoolId); void setShadowTextureCompositor(const String& compositorName, const String& resourceGroup); typedef std::vector ListenerList; ListenerList mListeners; /// Internal method for firing the texture shadows updated event void fireShadowTexturesUpdated(size_t numberOfShadowTextures); /// Internal method for firing the pre caster texture shadows event void fireShadowTexturesPreCaster(Light* light, Camera* camera, size_t iteration); /// Internal method for firing the pre receiver texture shadows event void fireShadowTexturesPreReceiver(Light* light, Frustum* f); void sortLightsAffectingFrustum(LightList& lightList) const; } mTextureShadowRenderer; struct _OgreExport StencilShadowRenderer { StencilShadowRenderer(SceneManager* owner); ~StencilShadowRenderer(); SceneManager* mSceneManager; RenderSystem* mDestRenderSystem; Pass* mShadowModulativePass; Pass* mShadowDebugPass; Pass* mShadowStencilPass; HardwareIndexBufferSharedPtr mShadowIndexBuffer; size_t mShadowIndexBufferSize; size_t mShadowIndexBufferUsedSize; static GpuProgramParametersSharedPtr msInfiniteExtrusionParams; static GpuProgramParametersSharedPtr msFiniteExtrusionParams; Rectangle2D* mFullScreenQuad; bool mShadowAdditiveLightClip; bool mDebugShadows; bool mShadowMaterialInitDone; bool mShadowUseInfiniteFarPlane; Real mShadowDirLightExtrudeDist; void setShadowTechnique(ShadowTechnique technique); void initShadowVolumeMaterials(); void render(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Render a group with the added complexity of additive stencil shadows. */ void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Render a group with the added complexity of modulative stencil shadows. */ void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Internal method for rendering all the objects for a given light into the stencil buffer. @param light The light source @param cam The camera being viewed from @param calcScissor Whether the method should set up any scissor state, or false if that's already been done */ void renderShadowVolumesToStencil(const Light* light, const Camera* cam, bool calcScissor); /** Internal utility method for setting stencil state for rendering shadow volumes. @param secondpass Is this the second pass? @param zfail Should we be using the zfail method? @param twosided Should we use a 2-sided stencil? */ void setShadowVolumeStencilState(bool secondpass, bool zfail, bool twosided); /** Render a set of shadow renderables. */ void renderShadowVolumeObjects(const ShadowCaster::ShadowRenderableList& shadowRenderables, Pass* pass, const LightList *manualLightList, unsigned long flags, bool secondpass, bool zfail, bool twosided); void setShadowIndexBufferSize(size_t size); typedef std::vector ShadowCasterList; ShadowCasterList mShadowCasterList; std::unique_ptr mShadowCasterSphereQuery; std::unique_ptr mShadowCasterAABBQuery; std::unique_ptr mShadowCasterQueryListener; /** Internal method for locating a list of shadow casters which could be affecting the frustum for a given light. */ const ShadowCasterList& findShadowCastersForLight(const Light* light, const Camera* camera); } mStencilShadowRenderer; /// Struct for caching light clipping information for re-use in a frame struct LightClippingInfo { RealRect scissorRect; PlaneList clipPlanes; bool scissorValid; bool clipPlanesValid; LightClippingInfo() : scissorValid(false), clipPlanesValid(false) {} }; typedef std::map LightClippingInfoMap; LightClippingInfoMap mLightClippingInfoMap; unsigned long mLightClippingInfoMapFrameNumber; /// Set up a scissor rectangle from a group of lights ClipResult buildAndSetScissor(const LightList& ll, const Camera* cam); void resetScissor(); /// Build a set of user clip planes from a single non-directional light ClipResult buildAndSetLightClip(const LightList& ll); void buildLightClip(const Light* l, PlaneList& planes); void resetLightClip(); void checkCachedLightClippingInfo(bool forceScissorRectsInvalidation = false); /// Visibility mask used to show / hide objects uint32 mVisibilityMask; bool mFindVisibleObjects; /// The active renderable visitor class - subclasses could override this SceneMgrQueuedRenderableVisitor* mActiveQueuedRenderableVisitor; /// Storage for default renderable visitor SceneMgrQueuedRenderableVisitor mDefaultQueuedRenderableVisitor; /// Whether to use camera-relative rendering bool mCameraRelativeRendering; /** Render a group in the ordinary way */ void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om); void useLights(const LightList* lights, ushort limit); void bindGpuProgram(GpuProgram* prog); void updateGpuProgramParameters(const Pass* p); /// Set of registered LOD listeners typedef std::set LodListenerSet; LodListenerSet mLodListeners; /// List of movable object LOD changed events typedef std::vector MovableObjectLodChangedEventList; MovableObjectLodChangedEventList mMovableObjectLodChangedEvents; /// List of entity mesh LOD changed events typedef std::vector EntityMeshLodChangedEventList; EntityMeshLodChangedEventList mEntityMeshLodChangedEvents; /// List of entity material LOD changed events typedef std::vector EntityMaterialLodChangedEventList; EntityMaterialLodChangedEventList mEntityMaterialLodChangedEvents; GlobalInstancingData mSchemeInstancingData; public: //A render context, used to store internal data for pausing/resuming rendering struct RenderContext { RenderQueue* renderQueue; Viewport* viewport; Camera* camera; CompositorChain* activeChain; }; /** Pause rendering of the frame. This has to be called when inside a renderScene call (Usually using a listener of some sort) */ RenderContext* _pauseRendering(); /** Resume rendering of the frame. This has to be called after a _pauseRendering call @param context The rendring context, as returned by the _pauseRendering call */ void _resumeRendering(RenderContext* context); /** Constructor. */ SceneManager(const String& instanceName); /** Default destructor. */ virtual ~SceneManager(); /** Toggle per-renderable light sorting When enabled, lights are sorted per renderable based on their distance, and per-renderable light masks are supported. The sorting is expensive and prevents the use of more efficient algorithms. It is therefore disabled by default: lights are updated and sorted only once per frame. */ static void usePerRenderableLights(bool enabled) { msPerRenderableLights = enabled; } static bool hasPerRenderableLights() { return msPerRenderableLights; } /** Mutex to protect the scene graph from simultaneous access from multiple threads. If you are updating the scene in a separate thread from the rendering thread, then you should lock this mutex before making any changes to the scene graph - that means creating, modifying or deleting a scene node, or attaching / detaching objects. It is your responsibility to take out this lock, the detail methods on the nodes will not do it for you (for the reasons discussed below). @par Note that locking this mutex will prevent the scene being rendered until it is unlocked again. Therefore you should do this sparingly. Try to create any objects you need separately and fully prepare them before doing all your scene graph work in one go, thus keeping this lock for the shortest time possible. @note A single global lock is used rather than a per-node lock since it keeps the number of locks required during rendering down to a minimum. Obtaining a lock, even if there is no contention, is not free so for performance it is good to do it as little as possible. Since modifying the scene in a separate thread is a fairly rare occurrence (relative to rendering), it is better to keep the locking required during rendering lower than to make update locks more granular. */ OGRE_MUTEX(sceneGraphMutex); /** Return the instance name of this SceneManager. */ const String& getName(void) const { return mName; } /** Retrieve the type name of this scene manager. This method has to be implemented by subclasses. It should return the type name of this SceneManager which agrees with the type name of the SceneManagerFactory which created it. */ virtual const String& getTypeName(void) const = 0; typedef MapIterator CameraIterator; /// @name Cameras /// @{ /** Creates a camera to be managed by this scene manager. This camera must be added to the scene at a later time using the attachObject method of the SceneNode class. @param name Name to give the new camera. */ virtual Camera* createCamera(const String& name); /** Retrieves a pointer to the named camera. @note Throws an exception if the named instance does not exist */ Camera* getCamera(const String& name) const; /** Returns whether a camera with the given name exists. */ bool hasCamera(const String& name) const; /** Removes a camera from the scene. This method removes a previously added camera from the scene. The camera is deleted so the caller must ensure no references to it's previous instance (e.g. in a SceneNode) are used. @param cam Pointer to the camera to remove */ void destroyCamera(Camera *cam); /** Removes a camera from the scene. This method removes an camera from the scene based on the camera's name rather than a pointer. */ void destroyCamera(const String& name); /** Removes (and destroys) all cameras from the scene. Some cameras are internal created to dealing with texture shadow, their aren't supposed to destroy outside. So, while you are using texture shadow, don't call this method, or you can set the shadow technique other than texture-based, which will destroy all internal created shadow cameras and textures. */ void destroyAllCameras(void); /** Set whether to use camera-relative coordinates when rendering, ie to always place the camera at the origin and move the world around it. This is a technique to alleviate some of the precision issues associated with rendering far from the origin, where single-precision floats as used in most GPUs begin to lose their precision. Instead of including the camera translation in the view matrix, it only includes the rotation, and the world matrices of objects must be expressed relative to this. @note If you need this option, you will probably also need to enable double-precision mode in Ogre (OGRE_DOUBLE_PRECISION), since even though this will alleviate the rendering precision, the source camera and object positions will still suffer from precision issues leading to jerky movement. */ void setCameraRelativeRendering(bool rel) { mCameraRelativeRendering = rel; } /** Get whether to use camera-relative coordinates when rendering, ie to always place the camera at the origin and move the world around it. */ bool getCameraRelativeRendering() const { return mCameraRelativeRendering; } /** Returns a specialised MapIterator over all cameras in the scene. @deprecated use getCameras() */ OGRE_DEPRECATED CameraIterator getCameraIterator(void) { return CameraIterator(mCameras.begin(), mCameras.end()); } /** Returns a const version of the camera list. */ const CameraList& getCameras() const { return mCameras; } /// @} /// @name Lights /// @{ /** Creates a light for use in the scene. Lights can either be in a fixed position and independent of the scene graph, or they can be attached to SceneNodes so they derive their position from the parent node. Either way, they are created using this method so that the SceneManager manages their existence. @param name The name of the new light, to identify it later. */ virtual Light* createLight(const String& name); /// @overload Light* createLight(const String& name, Light::LightTypes type) { auto l = createLight(name); l->setType(type); return l; } /** Creates a light with a generated name. */ virtual Light* createLight(); /// @overload Light* createLight(Light::LightTypes type) { auto l = createLight(); l->setType(type); return l; } /// @copydoc getMovableObject() virtual Light* getLight(const String& name) const; /// @copydoc hasMovableObject() virtual bool hasLight(const String& name) const { return hasMovableObject(name, MOT_LIGHT); } /** Retrieve a set of clipping planes for a given light. */ const PlaneList& getLightClippingPlanes(Light* l); /** Retrieve a scissor rectangle for a given light and camera. */ const RealRect& getLightScissorRect(Light* l, const Camera* cam); /** Scissor rects are cached during frame, and this cache should be explicitly invalidated if several renders are done during one frame using different projections matrices, for example for tiled, stereo or multiview orthographic projection rendering. */ virtual void invalidatePerFrameScissorRectCache(); /** Removes the light from the scene and destroys it. Any pointers held to this light after calling this method will be invalid. */ virtual void destroyLight(const String& name) { destroyMovableObject(name, MOT_LIGHT); } /// @overload void destroyLight(Light* light) { destroyMovableObject(light); } /** Removes and destroys all lights in the scene. */ virtual void destroyAllLights(void) { destroyAllMovableObjectsByType(MOT_LIGHT); } /** Advanced method to increase the lights dirty counter due to lights having changed. The SceneManager tracks the list of lights affecting the current frustum, and if changes are detected (including changes to the light list itself or to a light's position or attenuation range) then it increases the lights dirty counter. @par You could call this method to force all the objects in the scene to re-populate their light list, but doing so may harm performance so should be avoided if possible. */ void _notifyLightsDirty(void); /** Advanced method to gets the lights dirty counter. The SceneManager tracks the list of lights affecting the current frustum, and if changes are detected (including changes to the light list itself or to a light's position or attenuation range) then it increases the lights dirty counter. */ ulong _getLightsDirtyCounter(void) const { return mLightsDirtyCounter; } /** Get the list of lights which could be affecting the frustum. This returns a cached light list which is populated when rendering the scene. */ const LightList& _getLightsAffectingFrustum(void) const; /** Populate a light list with an ordered set of the lights which are closest to the position specified. @note since directional lights have no position, they are always considered closer than any point lights and as such will always take precedence. The returned lights are those in the cached list of lights (i.e. those returned by SceneManager::_getLightsAffectingFrustum) sorted by distance. @par The number of items in the list may exceed the maximum number of lights supported by the renderer, but the extraneous ones will never be used. In fact the limit will be imposed by Pass::getMaxSimultaneousLights. @param position The position at which to evaluate the list of lights @param radius The bounding radius to test @param destList List to be populated with ordered set of lights; will be cleared by this method before population. @param lightMask The mask with which to include / exclude lights */ void _populateLightList(const Vector3& position, Real radius, LightList& destList, uint32 lightMask = 0xFFFFFFFF); /// @overload void _populateLightList(const SceneNode* sn, Real radius, LightList& destList, uint32 lightMask = 0xFFFFFFFF) { _populateLightList(sn->_getDerivedPosition(), radius, destList, lightMask); } /// @} /// @name Scene Nodes /// @{ /** Creates an instance of a SceneNode. @note this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes. @par To include the returned SceneNode in the scene, use the SceneNode::addChild method of the node which is to be it's parent. @par Note that this method takes no parameters, and the node created is unnamed. If you wish to create a node with a specific name, call the alternative method which takes a name parameter. */ SceneNode* createSceneNode(void); /// @overload SceneNode* createSceneNode(const String& name); /** Destroys a SceneNode. This allows you to physically delete an individual SceneNode if you want to. @note it is not necessary to call this method when destroying a scene. it's better to allow SceneManager to delete the nodes when the scene is cleared. */ virtual void destroySceneNode(SceneNode* sn); /// @overload void destroySceneNode(const String& name); /** Gets the SceneNode at the root of the scene hierarchy. The entire scene is held as a hierarchy of nodes, which allows things like relative transforms, general changes in rendering state etc (See the SceneNode class for more info). In this basic SceneManager class, the application using Ogre is free to structure this hierarchy however it likes, since it has no real significance apart from making transforms relative to each node (more specialised subclasses will provide utility methods for building specific node structures e.g. loading a BSP tree). @par However, in all cases there is only ever one root node of the hierarchy, and this method returns a pointer to it. */ SceneNode* getRootSceneNode(void); /** Retrieves a named SceneNode from the scene graph. If you chose to name a SceneNode as you created it, you can look it up wherever it is in the scene graph using this method. @param name @param throwExceptionIfNotFound Throws an exception if the named instance does not exist */ SceneNode* getSceneNode(const String& name, bool throwExceptionIfNotFound = true) const; /** Returns whether a scene node with the given name exists. */ bool hasSceneNode(const String& name) const { return getSceneNode(name, false) != NULL; } /** Tells the SceneManager whether it should render the SceneNodes which make up the scene as well as the objects in the scene. This method is mainly for debugging purposes. If you set this to 'true', each node will be rendered as a set of 3 axes to allow you to easily see the orientation of the nodes. */ void setDisplaySceneNodes(bool display); /** Returns true if all scene nodes axis are to be displayed */ bool getDisplaySceneNodes(void) const {return mDisplayNodes;} /** Allows all bounding boxes of scene nodes to be displayed. */ void showBoundingBoxes(bool bShow); /** Returns if all bounding boxes of scene nodes are to be displayed */ bool getShowBoundingBoxes() const; DebugDrawer* getDebugDrawer() const { return mDebugDrawer.get(); } /// @} static constexpr const char* PT_PLANE = "Prefab_Plane"; //!< XY plane with -100..100 extent, +Z normal and UVs static constexpr const char* PT_CUBE = "Prefab_Cube"; //!< 100x100x100 cube centred at origin with normals and UVs static constexpr const char* PT_SPHERE = "Prefab_Sphere"; //!< %Sphere with radius 50, around origin with normals UVs /// @name Entities /// @{ /** Create an Entity (instance of a discrete mesh). @param entityName The name to be given to the entity (must be unique). @param meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The mesh will be loaded if it is not already. @param groupName The resource name where the mesh lives */ Entity* createEntity(const String& entityName, const String& meshName, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME ); /** Create an Entity (instance of a discrete mesh). @param entityName The name to be given to the entity (must be unique). @param pMesh The pointer to the Mesh it is to be based on. */ Entity* createEntity(const String& entityName, const MeshPtr& pMesh ); /** Create an Entity (instance of a discrete mesh) with an autogenerated name. @param meshName The name of the Mesh it is to be based on (e.g. 'knot.oof'). The mesh will be loaded if it is not already. */ Entity* createEntity(const String& meshName); /** Create an Entity (instance of a discrete mesh) with an autogenerated name. @param pMesh The pointer to the Mesh it is to be based on. */ Entity* createEntity(const MeshPtr& pMesh); /// @copydoc getMovableObject() Entity* getEntity(const String& name) const; /// @copydoc hasMovableObject() bool hasEntity(const String& name) const { return hasMovableObject(name, MOT_ENTITY); } /** Removes & destroys an Entity from the SceneManager. */ void destroyEntity(MovableObject* ent) { destroyMovableObject(ent); } /// @overload void destroyEntity(const String& name) { destroyMovableObject(name, MOT_ENTITY); } /** Removes & destroys all Entities. */ void destroyAllEntities(void) { destroyAllMovableObjectsByType(MOT_ENTITY); } /// @} /// @name Manual Objects /// @{ /** Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface. @param name The name to be given to the object (must be unique). */ ManualObject* createManualObject(const String& name); /** Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface, generating the name. */ ManualObject* createManualObject(); /// @copydoc getMovableObject() ManualObject* getManualObject(const String& name) const; /// @copydoc hasMovableObject() bool hasManualObject(const String& name) const { return hasMovableObject(name, MOT_MANUAL_OBJECT); } /** Removes & destroys a ManualObject from the SceneManager. */ void destroyManualObject(MovableObject* obj) { destroyMovableObject(obj); } /// @overload void destroyManualObject(const String& name) { return destroyMovableObject(name, MOT_MANUAL_OBJECT); } /** Removes & destroys all ManualObjects from the SceneManager. */ void destroyAllManualObjects(void) { destroyAllMovableObjectsByType(MOT_MANUAL_OBJECT); } /// @} /// @name Screenspace Rectangles /// @{ /** Creates a Rectangle2D that can be displayed for screen space effects or showing a basic GUI. @param name The name to be given to the object (must be unique). @param includeTextureCoords whether to create texture coordinates */ Rectangle2D* createScreenSpaceRect(const String& name, bool includeTextureCoords = false); /// @overload Rectangle2D* createScreenSpaceRect(bool includeTextureCoords = false); /// @copydoc hasMovableObject() bool hasScreenSpaceRect(const String& name) const { return hasMovableObject(name, MOT_RECTANGLE2D); } /// @copydoc getMovableObject() Rectangle2D* getScreenSpaceRect(const String& name) const; /// @} /// @name Billboard Chains /// @{ /** Create a BillboardChain, an object which you can use to render a linked chain of billboards. @param name The name to be given to the object (must be unique). */ BillboardChain* createBillboardChain(const String& name); /** Create a BillboardChain, an object which you can use to render a linked chain of billboards, with a generated name. */ BillboardChain* createBillboardChain(); /// @copydoc getMovableObject() BillboardChain* getBillboardChain(const String& name) const; /// @copydoc hasMovableObject() bool hasBillboardChain(const String& name) const { return hasMovableObject(name, MOT_BILLBOARD_CHAIN); } /** Removes & destroys a BillboardChain from the SceneManager. */ void destroyBillboardChain(MovableObject* obj) { destroyMovableObject(obj); } /// @overload void destroyBillboardChain(const String& name) { destroyMovableObject(name, MOT_BILLBOARD_CHAIN); } /** Removes & destroys all BillboardChains from the SceneManager. */ void destroyAllBillboardChains(void) { destroyAllMovableObjectsByType(MOT_BILLBOARD_CHAIN); } /** Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes. @param name The name to be given to the object (must be unique). */ RibbonTrail* createRibbonTrail(const String& name); /** Create a RibbonTrail, an object which you can use to render a linked chain of billboards which follows one or more nodes, generating the name. */ RibbonTrail* createRibbonTrail(); /// @copydoc getMovableObject() RibbonTrail* getRibbonTrail(const String& name) const; /// @copydoc hasMovableObject() bool hasRibbonTrail(const String& name) const { return hasMovableObject(name, MOT_RIBBON_TRAIL); } /** Removes & destroys a RibbonTrail from the SceneManager. */ void destroyRibbonTrail(MovableObject* obj) { destroyMovableObject(obj); } /// @overload void destroyRibbonTrail(const String& name) { destroyMovableObject(name, MOT_RIBBON_TRAIL); } /** Removes & destroys all RibbonTrails from the SceneManager. */ void destroyAllRibbonTrails(void) { destroyAllMovableObjectsByType(MOT_RIBBON_TRAIL); } /// @} /// @name Particle System /// @{ /** Creates a particle system based on a template. This method creates a new ParticleSystem instance based on the named template (defined through ParticleSystemManager::createTemplate) and returns a pointer to the caller. The caller should not delete this object, it will be freed at system shutdown, or can be released earlier using the destroyParticleSystem method. @par Each system created from a template takes the template's settings at the time of creation, but is completely separate from the template from there on. @par Creating a particle system does not make it a part of the scene. As with other MovableObject subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode. @par This is probably the more useful particle system creation method since it does not require manual setup of the system. @note the initial quota is based on the template but may be changed later. @param name The name to give the new particle system instance. @param templateName The name of the template to base the new instance on. */ ParticleSystem* createParticleSystem(const String& name, const String& templateName); /** Create a blank particle system. This method creates a new, blank ParticleSystem instance and returns a pointer to it. The caller should not delete this object, it will be freed at system shutdown, or can be released earlier using the destroyParticleSystem method. @par The instance returned from this method won't actually do anything because on creation a particle system has no emitters. The caller should manipulate the instance through it's ParticleSystem methods to actually create a real particle effect. @par Creating a particle system does not make it a part of the scene. As with other MovableObject subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode. @param name The name to give the ParticleSystem. @param quota The maximum number of particles to allow in this system. @param resourceGroup The resource group which will be used to load dependent resources */ ParticleSystem* createParticleSystem(const String& name, size_t quota = 500, const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); /// @overload ParticleSystem* createParticleSystem(size_t quota = 500, const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); /// @copydoc getMovableObject() ParticleSystem* getParticleSystem(const String& name) const; /// @copydoc hasMovableObject() bool hasParticleSystem(const String& name) const { return hasMovableObject(name, MOT_PARTICLE_SYSTEM); } /** Removes & destroys a ParticleSystem from the SceneManager. */ void destroyParticleSystem(MovableObject* obj) { destroyMovableObject(obj); } /// @overload void destroyParticleSystem(const String& name) { destroyMovableObject(name, MOT_PARTICLE_SYSTEM); } /** Removes & destroys all ParticleSystems from the SceneManager. */ void destroyAllParticleSystems(void) { destroyAllMovableObjectsByType(MOT_PARTICLE_SYSTEM); } /// @} /** Empties the entire scene, including all SceneNodes, Entities, Lights, BillboardSets etc. Cameras are not deleted at this stage since they are still referenced by viewports, which are not destroyed during this process. */ virtual void clearScene(void); /** Sets the ambient light level to be used for the scene. This sets the colour and intensity of the ambient light in the scene, i.e. the light which is 'sourceless' and illuminates all objects equally. The colour of an object is affected by a combination of the light in the scene, and the amount of light that object reflects (in this case based on the Material::ambient property). By default the ambient light in the scene is ColourValue::Black, i.e. no ambient light. This means that any objects rendered with a Material which has lighting enabled (see Material::setLightingEnabled) will not be visible unless you have some dynamic lights in your scene. */ void setAmbientLight(const ColourValue& colour); /** Returns the ambient light level to be used for the scene. */ const ColourValue& getAmbientLight(void) const; /// @name World Geometry /// @{ /** Sets the source of the 'world' geometry, i.e. the large, mainly static geometry making up the world e.g. rooms, landscape etc. Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a filename to this method and it will attempt to load the world-level geometry for use. If you try to load an inappropriate type of world data an exception will be thrown. The default SceneManager cannot handle any sort of world geometry and so will always throw an exception. However subclasses like BspSceneManager can load particular types of world geometry e.g. "q3dm1.bsp". */ virtual void setWorldGeometry(const String& filename); /** @overload @param stream Data stream containing data to load @param typeName String identifying the type of world geometry contained in the stream - not required if this manager only supports one type of world geometry. */ virtual void setWorldGeometry(DataStreamPtr& stream, const String& typeName = BLANKSTRING); /** Estimate the number of loading stages required to load the named world geometry. This method should be overridden by SceneManagers that provide custom world geometry that can take some time to load. They should return from this method a count of the number of stages of progress they can report on whilst loading. During real loading (setWorldGeometry), they should call ResourceGroupManager::_notifyCustomStage* exactly that number of times when loading the geometry for real. @note The default is to return 0, ie to not report progress. */ virtual size_t estimateWorldGeometry(const String& filename) { (void)filename; return 0; } /** @overload @param stream Data stream containing data to load @param typeName String identifying the type of world geometry contained in the stream - not required if this manager only supports one type of world geometry. */ virtual size_t estimateWorldGeometry(DataStreamPtr& stream, const String& typeName = BLANKSTRING) { (void)stream; (void)typeName; return 0; } /// @} /** Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed. Typically this method returns the origin unless a) world geometry has been loaded using SceneManager::setWorldGeometry and b) that world geometry has suggested 'start' points. If there is more than one viewpoint which the scene manager can suggest, it will always suggest the first one unless the random parameter is true. @param random If true, and there is more than one possible suggestion, a random one will be used. If false the same one will always be suggested. @return On success, true is returned. @par On failure, false is returned. */ virtual ViewPoint getSuggestedViewpoint(bool random = false); /** Method for setting a specific option of the Scene Manager. These options are usually specific for a certain implementation of the Scene Manager class, and may (and probably will) not exist across different implementations. @param strKey The name of the option to set @param pValue A pointer to the value - the size should be calculated by the scene manager based on the key @return On success, true is returned. @par On failure, false is returned. */ virtual bool setOption( const String& strKey, const void* pValue ) { (void)strKey; (void)pValue; return false; } /** Method for getting the value of an implementation-specific Scene Manager option. @param strKey The name of the option @param pDestValue A pointer to a memory location where the value will be copied. Currently, the memory will be allocated by the scene manager, but this may change @return On success, true is returned and pDestValue points to the value of the given option. @par On failure, false is returned and pDestValue is set to NULL. */ virtual bool getOption( const String& strKey, void* pDestValue ) { (void)strKey; (void)pDestValue; return false; } /** Method for verifying whether the scene manager has an implementation-specific option. @param strKey The name of the option to check for. @return If the scene manager contains the given option, true is returned. If it does not, false is returned. */ virtual bool hasOption( const String& strKey ) const { (void)strKey; return false; } /** Method for getting all possible values for a specific option. When this list is too large (i.e. the option expects, for example, a float), the return value will be true, but the list will contain just one element whose size will be set to 0. Otherwise, the list will be filled with all the possible values the option can accept. @param strKey The name of the option to get the values for. @param refValueList A reference to a list that will be filled with the available values. @return On success (the option exists), true is returned. @par On failure, false is returned. */ virtual bool getOptionValues( const String& strKey, StringVector& refValueList ) { (void)strKey; (void)refValueList; return false; } /** Method for getting all the implementation-specific options of the scene manager. @param refKeys A reference to a list that will be filled with all the available options. @return On success, true is returned. On failure, false is returned. */ virtual bool getOptionKeys( StringVector& refKeys ) { (void)refKeys; return false; } /** Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. This must be done before issuing objects to the rendering pipeline, since derived transformations from parent nodes are not updated until required. This SceneManager is a basic implementation which simply updates all nodes from the root. This ensures the scene is up to date but requires all the nodes to be updated even if they are not visible. Subclasses could trim this such that only potentially visible nodes are updated. */ virtual void _updateSceneGraph(Camera* cam); /** Internal method which parses the scene to find visible objects to render. If you're implementing a custom scene manager, this is the most important method to override since it's here you can apply your custom world partitioning scheme. Once you have added the appropriate objects to the render queue, you can let the default SceneManager objects _renderVisibleObjects handle the actual rendering of the objects you pick. @par Any visible objects will be added to a rendering queue, which is indexed by material in order to ensure objects with the same material are rendered together to minimise render state changes. */ virtual void _findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters); /** Internal method for issuing the render operation.*/ void _issueRenderOp(Renderable* rend, const Pass* pass); /** Sends visible objects found in _findVisibleObjects to the rendering engine. */ void _renderVisibleObjects(void); /** Prompts the class to send its contents to the renderer. This method prompts the scene manager to send the contents of the scene it manages to the rendering pipeline, possibly preceded by some sorting, culling or other scene management tasks. Note that this method is not normally called directly by the user application; it is called automatically by the Ogre rendering loop. @param camera Pointer to a camera from whose viewpoint the scene is to be rendered. @param vp The target viewport @param includeOverlays unused */ virtual void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays = true); /** Notifies the scene manager of its destination render system Called automatically by RenderSystem::addSceneManager this method simply notifies the manager of the render system to which its output must be directed. @param sys Pointer to the RenderSystem subclass to be used as a render target. */ void _setDestinationRenderSystem(RenderSystem* sys); /** Notifies the scene manager that hardware resources were lost Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are manual meshes without loaders, manual textures without loaders, ManualObjects, etc. */ void _releaseManualHardwareResources(); /** Notifies the scene manager that hardware resources should be restored Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are manual meshes without loaders, manual textures without loaders, ManualObjects, etc. */ void _restoreManualHardwareResources(); /// @name Sky Rendering /// @{ /** Enables / disables a 'sky' */ void setSkyRenderingEnabled(bool enable) { if (mSkyRenderer) mSkyRenderer->setEnabled(enable); } /** Return whether a sky is enabled */ bool isSkyRenderingEnabled(void) const { return mSkyRenderer && mSkyRenderer->mEnabled; } /** Get the sky node, if enabled. */ SceneNode* getSkyNode(void) const { return mSkyRenderer ? mSkyRenderer->mSceneNode : NULL; } /** Enables / disables a 'sky plane' i.e. a plane at constant distance from the camera representing the sky. You can create sky planes yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world plane which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this plane applies to any camera using this scene manager). @note To apply scaling, scrolls etc to the sky texture(s) you should use the TextureUnitState class methods. @param enable True to enable the plane, false to disable it @param plane Details of the plane, i.e. it's normal and it's distance from the camera. @param materialName The name of the material the plane will use @param scale The scaling applied to the sky plane - higher values mean a bigger sky plane - you may want to tweak this depending on the size of plane.d and the other characteristics of your scene @param tiling How many times to tile the texture across the sky. Applies to all texture layers. If you need finer control use the TextureUnitState texture coordinate transformation methods. @param drawFirst If true, the plane is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the plane.d value is large enough that no objects will 'poke through' the sky plane when it is rendered. @param bow If zero, the plane will be completely flat (like previous versions. If above zero, the plane will be curved, allowing the sky to appear below camera level. Curved sky planes are simular to skydomes, but are more compatible with fog. @param xsegments, ysegments Determines the number of segments the plane will have to it. This is most important when you are bowing the plane, but may also be useful if you need tessellation on the plane to perform per-vertex effects. @param groupName The name of the resource group to which to assign the plane mesh. */ void setSkyPlane( bool enable, const Plane& plane, const String& materialName, Real scale = 1000, Real tiling = 10, bool drawFirst = true, Real bow = 0, int xsegments = 1, int ysegments = 1, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME); /// @overload void _setSkyPlane( bool enable, const Plane& plane, const String& materialName, Real scale = 1000, Real tiling = 10, uint8 renderQueue = RENDER_QUEUE_SKIES_EARLY, Real bow = 0, int xsegments = 1, int ysegments = 1, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME); /// @deprecated use setSkyRenderingEnabled OGRE_DEPRECATED void setSkyPlaneEnabled(bool enable) { setSkyRenderingEnabled(enable); } /// @deprecated use isSkyRenderingEnabled OGRE_DEPRECATED bool isSkyPlaneEnabled(void) const { return isSkyRenderingEnabled(); } /// @deprecated use getSkyNode OGRE_DEPRECATED SceneNode* getSkyPlaneNode(void) const { return getSkyNode(); } /// @deprecated use do not use OGRE_DEPRECATED SkyPlaneGenParameters getSkyPlaneGenParameters(void) const { if (auto skyPlane = dynamic_cast(mSkyRenderer.get())) return skyPlane->mSkyPlaneGenParameters; return SkyPlaneGenParameters{}; } /** Enables / disables a 'sky box' i.e. a 6-sided box at constant distance from the camera representing the sky. You could create a sky box yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (NB you could create this effect by creating a world box which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this skybox applies to any camera using this scene manager). @par The material you use for the skybox can either contain layers which are single textures, or they can be cubic textures, i.e. made up of 6 images, one for each plane of the cube. See the TextureUnitState class for more information. @param enable True to enable the skybox, false to disable it @param materialName The name of the material the box will use @param distance Distance in world coordinates from the camera to each plane of the box. The default is normally OK. @param drawFirst If true, the box is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky box when it is rendered. @param orientation Optional parameter to specify the orientation of the box. By default the 'top' of the box is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want. @param groupName The name of the resource group to which to assign the plane mesh. */ void setSkyBox( bool enable, const String& materialName, Real distance = 5000, bool drawFirst = true, const Quaternion& orientation = Quaternion::IDENTITY, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME); /// @overload void _setSkyBox( bool enable, const String& materialName, Real distance = 5000, uint8 renderQueue = RENDER_QUEUE_SKIES_EARLY, const Quaternion& orientation = Quaternion::IDENTITY, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME); /// @deprecated use setSkyRenderingEnabled OGRE_DEPRECATED void setSkyBoxEnabled(bool enable) { setSkyRenderingEnabled(enable); } /// @deprecated use isSkyRenderingEnabled OGRE_DEPRECATED bool isSkyBoxEnabled(void) const { return isSkyRenderingEnabled(); } /// @deprecated use getSkyNode OGRE_DEPRECATED SceneNode* getSkyBoxNode(void) const { return getSkyNode(); } /// @deprecated use do not use OGRE_DEPRECATED SkyBoxGenParameters getSkyBoxGenParameters(void) const { if (auto skyBox = dynamic_cast(mSkyRenderer.get())) return skyBox->mSkyBoxGenParameters; return SkyBoxGenParameters{}; } /** Enables / disables a 'sky dome' i.e. an illusion of a curved sky. A sky dome is actually formed by 5 sides of a cube, but with texture coordinates generated such that the surface appears curved like a dome. Sky domes are appropriate where you need a realistic looking sky where the scene is not going to be 'fogged', and there is always a 'floor' of some sort to prevent the viewer looking below the horizon (the distortion effect below the horizon can be pretty horrible, and there is never anything directly below the viewer). If you need a complete wrap-around background, use the setSkyBox method instead. You can actually combine a sky box and a sky dome if you want, to give a positional backdrop with an overlaid curved cloud layer. @par Sky domes work well with 2D repeating textures like clouds. You can change the apparent 'curvature' of the sky depending on how your scene is viewed - lower curvatures are better for 'open' scenes like landscapes, whilst higher curvatures are better for say FPS levels where you don't see a lot of the sky at once and the exaggerated curve looks good. @param enable True to enable the skydome, false to disable it @param materialName The name of the material the dome will use @param curvature The curvature of the dome. Good values are between 2 and 65. Higher values are more curved leading to a smoother effect, lower values are less curved meaning more distortion at the horizons but a better distance effect. @param tiling How many times to tile the texture(s) across the dome. @param distance Distance in world coordinates from the camera to each plane of the box the dome is rendered on. The default is normally OK. @param drawFirst If true, the dome is drawn before all other geometry in the scene, without updating the depth buffer. This is the safest rendering method since all other objects will always appear in front of the sky. However this is not the most efficient way if most of the sky is often occluded by other objects. If this is the case, you can set this parameter to false meaning it draws after all other geometry which can be an optimisation - however you must ensure that the distance value is large enough that no objects will 'poke through' the sky when it is rendered. @param orientation Optional parameter to specify the orientation of the dome. By default the 'top' of the dome is deemed to be in the +y direction, and the 'front' at the -z direction. You can use this parameter to rotate the sky if you want. @param groupName The name of the resource group to which to assign the plane mesh. @param xsegments, ysegments, ysegments_keep see @ref MeshManager::createCurvedIllusionPlane */ void setSkyDome( bool enable, const String& materialName, Real curvature = 10, Real tiling = 8, Real distance = 4000, bool drawFirst = true, const Quaternion& orientation = Quaternion::IDENTITY, int xsegments = 16, int ysegments = 16, int ysegments_keep = -1, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME); /// @overload void _setSkyDome( bool enable, const String& materialName, Real curvature = 10, Real tiling = 8, Real distance = 4000, uint8 renderQueue = RENDER_QUEUE_SKIES_EARLY, const Quaternion& orientation = Quaternion::IDENTITY, int xsegments = 16, int ysegments = 16, int ysegments_keep = -1, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME); /// @deprecated use setSkyRenderingEnabled OGRE_DEPRECATED void setSkyDomeEnabled(bool enable) { setSkyRenderingEnabled(enable); } /// @deprecated use isSkyRenderingEnabled OGRE_DEPRECATED bool isSkyDomeEnabled(void) const { return isSkyRenderingEnabled(); } /// @deprecated use getSkyNode OGRE_DEPRECATED SceneNode* getSkyDomeNode(void) const { return getSkyNode(); } /// @deprecated do not use OGRE_DEPRECATED SkyDomeGenParameters getSkyDomeGenParameters(void) const { if (auto skyDome = dynamic_cast(mSkyRenderer.get())) return skyDome->mSkyDomeGenParameters; return SkyDomeGenParameters{}; } /// @} /// @name Fogging /// @{ /** Sets the fogging mode applied to the scene. This method sets up the scene-wide fogging effect. These settings apply to all geometry rendered, UNLESS the material with which it is rendered has it's own fog settings (see Material::setFog). @param mode Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off. @param colour The colour of the fog. Either set this to the same as your viewport background colour, or to blend in with a skydome or skybox. @param expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 0.001. @param linearStart Distance in world units at which linear fog starts to encroach. Only applicable if mode is FOG_LINEAR. @param linearEnd Distance in world units at which linear fog becomes completely opaque. Only applicable if mode is FOG_LINEAR. */ void setFog( FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White, Real expDensity = 0.001f, Real linearStart = 0.0f, Real linearEnd = 1.0f); /** Returns the fog mode for the scene. */ FogMode getFogMode(void) const; /** Returns the fog colour for the scene. */ const ColourValue& getFogColour(void) const; /** Returns the fog start distance for the scene. */ Real getFogStart(void) const; /** Returns the fog end distance for the scene. */ Real getFogEnd(void) const; /** Returns the fog density for the scene. */ Real getFogDensity(void) const; /// @} /// @name Billboard Sets /// @{ /** Creates a new BillboardSet for use with this scene manager. This method creates a new BillboardSet which is registered with the SceneManager. The SceneManager will destroy this object when it shuts down or when the SceneManager::clearScene method is called, so the caller does not have to worry about destroying this object (in fact, it definitely should not do this). @param poolSize The initial size of the pool of billboards (see BillboardSet for more information) */ BillboardSet* createBillboardSet(unsigned int poolSize = 20); /** @overload @copydoc createBillboardSet(unsigned int) @param name The name to give to this billboard set. Must be unique. */ BillboardSet* createBillboardSet(const String& name, unsigned int poolSize = 20); /** Retrieves a pointer to the named BillboardSet. @note Throws an exception if the named instance does not exist */ BillboardSet* getBillboardSet(const String& name) const; /** Returns whether a billboardset with the given name exists. */ bool hasBillboardSet(const String& name) const { return hasMovableObject(name, MOT_BILLBOARD_SET); } /** Removes & destroys an BillboardSet from the SceneManager. */ void destroyBillboardSet(MovableObject* set) { destroyMovableObject(set); } /// @overload void destroyBillboardSet(const String& name) { destroyMovableObject(name, MOT_BILLBOARD_SET); } /** Removes & destroys all BillboardSets. */ void destroyAllBillboardSets(void) { destroyAllMovableObjectsByType(MOT_BILLBOARD_SET); } /// @} typedef MapIterator AnimationIterator; /// @name Scene Node Animation /// @{ /** Internal method for applying animations to scene nodes. Uses the internally stored AnimationState objects to apply animation to SceneNodes. */ void _applySceneAnimations(void); /** Creates an animation which can be used to animate scene nodes. An animation is a collection of 'tracks' which over time change the position / orientation of Node objects. In this case, the animation will likely have tracks to modify the position / orientation of SceneNode objects, e.g. to make objects move along a path. @par You don't need to use an Animation object to move objects around - you can do it yourself using the methods of the Node in your FrameListener class. However, when you need relatively complex scripted animation, this is the class to use since it will interpolate between keyframes for you and generally make the whole process easier to manage. @par A single animation can affect multiple Node objects (each AnimationTrack affects a single Node). In addition, through animation blending a single Node can be affected by multiple animations, although this is more useful when performing skeletal animation (see Skeleton::createAnimation). @note whilst it uses the same classes, the animations created here are kept separate from the skeletal animations of meshes (each Skeleton owns those animations). @copydetails AnimationContainer::createAnimation */ Animation* createAnimation(const String& name, Real length) override; Animation* getAnimation(const String& name) const override; bool hasAnimation(const String& name) const override; uint16 getNumAnimations(void) const override { return static_cast(mAnimationsList.size()); } Animation* getAnimation(unsigned short index) const override; void removeAnimation(const String& name) override; void destroyAnimation(const String& name) { removeAnimation(name); } /** Removes all animations created using this SceneManager. */ void destroyAllAnimations(void); /** Create an AnimationState object for managing application of animations. You can create Animation objects for animating SceneNode obejcts using the createAnimation method. However, in order to actually apply those animations you have to call methods on Node and Animation in a particular order (namely Node::resetToInitialState and Animation::apply). To make this easier and to help track the current time position of animations, the AnimationState object is provided. So if you don't want to control animation application manually, call this method, update the returned object as you like every frame and let SceneManager apply the animation state for you. @par Remember, AnimationState objects are disabled by default at creation time. Turn them on when you want them using their setEnabled method. @par Note that any SceneNode affected by this automatic animation will have it's state reset to it's initial position before application of the animation. Unless specifically modified using Node::setInitialState the Node assumes it's initial state is at the origin. If you want the base state of the SceneNode to be elsewhere, make your changes to the node using the standard transform methods, then call setInitialState to 'bake' this reference position into the node. @par If the target of your animation is to be a generic AnimableValue, you should ensure that it has a base value set (unlike nodes this has no default). @see AnimableValue::setAsBaseValue. @param animName The name of an animation created already with createAnimation. */ AnimationState* createAnimationState(const String& animName); /** Retrieves animation state as previously created using createAnimationState. @note Throws an exception if the named instance does not exist */ AnimationState* getAnimationState(const String& animName) const; /** Returns whether an animation state with the given name exists. */ bool hasAnimationState(const String& name) const; /** Destroys an AnimationState. You should ensure that none of your code is referencing this animation state object since the memory will be freed. */ void destroyAnimationState(const String& name); /** Removes all animation states created using this SceneManager. */ void destroyAllAnimationStates(void); /** Returns a specialised MapIterator over all animations in the scene. * @deprecated use getAnimations() */ OGRE_DEPRECATED AnimationIterator getAnimationIterator(void) { return AnimationIterator(mAnimationsList.begin(), mAnimationsList.end()); } /** Returns a const version of the animation list. */ const AnimationList& getAnimations() const { return mAnimationsList; } /** Returns a specialised MapIterator over all animation states in the scene. * @deprecated use getAnimationStates() */ OGRE_DEPRECATED AnimationStateIterator getAnimationStateIterator(void) { return mAnimationStates.getAnimationStateIterator(); } /** Returns a specialised Map over all animation states in the scene. */ const AnimationStateMap& getAnimationStates() { return mAnimationStates.getAnimationStates(); } /// @} /** Manual rendering method, for advanced users only. This method allows you to send rendering commands through the pipeline on demand, bypassing OGRE's normal world processing. You should only use this if you really know what you're doing; OGRE does lots of things for you that you really should let it do. However, there are times where it may be useful to have this manual interface, for example overlaying something on top of the scene rendered by OGRE. @par Because this is an instant rendering method, timing is important. The best time to call it is from a RenderTargetListener event handler. @par Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use. Calling it regularly per frame will cause frame rate drops! @param rend A RenderOperation object describing the rendering op @param pass The Pass to use for this render @param vp Pointer to the viewport to render to, or 0 to use the current viewport @param worldMatrix The transform to apply from object to world space @param viewMatrix The transform to apply from world to view space @param projMatrix The transform to apply from view to screen space @param doBeginEndFrame If true, beginFrame() and endFrame() are called, otherwise not. You should leave this as false if you are calling this within the main render loop. */ void manualRender(RenderOperation* rend, Pass* pass, Viewport* vp, const Affine3& worldMatrix, const Affine3& viewMatrix, const Matrix4& projMatrix, bool doBeginEndFrame = false) ; /** Manual rendering method for rendering a single object. @param rend The renderable to issue to the pipeline @param pass The pass to use @param vp Pointer to the viewport to render to, or 0 to use the existing viewport @param doBeginEndFrame If true, beginFrame() and endFrame() are called, otherwise not. You should leave this as false if you are calling this within the main render loop. @param viewMatrix The transform to apply from world to view space @param projMatrix The transform to apply from view to screen space @param lightScissoringClipping If true, passes that have the getLightScissorEnabled and/or getLightClipPlanesEnabled flags will cause calculation and setting of scissor rectangle and user clip planes. @param doLightIteration If true, this method will issue the renderable to the pipeline possibly multiple times, if the pass indicates it should be done once per light @param manualLightList Only applicable if doLightIteration is false, this method allows you to pass in a previously determined set of lights which will be used for a single render of this object. */ void manualRender(Renderable* rend, const Pass* pass, Viewport* vp, const Affine3& viewMatrix, const Matrix4& projMatrix, bool doBeginEndFrame = false, bool lightScissoringClipping = true, bool doLightIteration = true, const LightList* manualLightList = 0); /** Retrieves the internal render queue, for advanced users only. The render queue is mainly used internally to manage the scene object rendering queue, it also exports some methods to allow advanced users to configure the behavior of rendering process. Most methods provided by RenderQueue are supposed to be used internally only, you should reference to the RenderQueue API for more information. Do not access this directly unless you know what you are doing. */ RenderQueue* getRenderQueue(void); /** Registers a new RenderQueueListener which will be notified when render queues are processed. */ void addRenderQueueListener(RenderQueueListener* newListener); /** Removes a listener previously added with addRenderQueueListener. */ void removeRenderQueueListener(RenderQueueListener* delListener); /** Registers a new Render Object Listener which will be notified when rendering an object. */ void addRenderObjectListener(RenderObjectListener* newListener); /** Removes a listener previously added with addRenderObjectListener. */ void removeRenderObjectListener(RenderObjectListener* delListener); /** Adds an item to the 'special case' render queue list. Normally all render queues are rendered, in their usual sequence, only varying if a RenderQueueListener nominates for the queue to be repeated or skipped. This method allows you to add a render queue to a 'special case' list, which varies the behaviour. The effect of this list depends on the 'mode' in which this list is in, which might be to exclude these render queues, or to include them alone (excluding all other queues). This allows you to perform broad selective rendering without requiring a RenderQueueListener. @param qid The identifier of the queue which should be added to the special case list. Nothing happens if the queue is already in the list. */ void addSpecialCaseRenderQueue(uint8 qid); /** Removes an item to the 'special case' render queue list. @see SceneManager::addSpecialCaseRenderQueue @param qid The identifier of the queue which should be removed from the special case list. Nothing happens if the queue is not in the list. */ void removeSpecialCaseRenderQueue(uint8 qid); /** Clears the 'special case' render queue list. @see SceneManager::addSpecialCaseRenderQueue */ void clearSpecialCaseRenderQueues(void); /** Sets the way the special case render queue list is processed. @see SceneManager::addSpecialCaseRenderQueue @param mode The mode of processing */ void setSpecialCaseRenderQueueMode(SpecialCaseRenderQueueMode mode); /** Gets the way the special case render queue list is processed. */ SpecialCaseRenderQueueMode getSpecialCaseRenderQueueMode(void); /** Returns whether or not the named queue will be rendered based on the current 'special case' render queue list and mode. @see SceneManager::addSpecialCaseRenderQueue @param qid The identifier of the queue which should be tested @return true if the queue will be rendered, false otherwise */ bool isRenderQueueToBeProcessed(uint8 qid); /** Sets the render queue that the world geometry (if any) this SceneManager renders will be associated with. SceneManagers which provide 'world geometry' should place it in a specialised render queue in order to make it possible to enable / disable it easily using the addSpecialCaseRenderQueue method. Even if the SceneManager does not use the render queues to render the world geometry, it should still pick a queue to represent it's manual rendering, and check isRenderQueueToBeProcessed before rendering. @note Setting this may not affect the actual ordering of rendering the world geometry, if the world geometry is being rendered manually by the SceneManager. If the SceneManager feeds world geometry into the queues, however, the ordering will be affected. */ void setWorldGeometryRenderQueue(uint8 qid) { mWorldGeometryRenderQueue = qid; } /** Gets the render queue that the world geometry (if any) this SceneManager renders will be associated with. SceneManagers which provide 'world geometry' should place it in a specialised render queue in order to make it possible to enable / disable it easily using the addSpecialCaseRenderQueue method. Even if the SceneManager does not use the render queues to render the world geometry, it should still pick a queue to represent it's manual rendering, and check isRenderQueueToBeProcessed before rendering. */ uint8 getWorldGeometryRenderQueue() { return mWorldGeometryRenderQueue; } /** Internal method for notifying the manager that a SceneNode is autotracking. */ void _notifyAutotrackingSceneNode(SceneNode* node, bool autoTrack); /// @name Scene Queries /// @{ /** Creates an AxisAlignedBoxSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery for full details. @par The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required. @param box Details of the box which describes the region for this query. @param mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details. */ virtual AxisAlignedBoxSceneQuery* createAABBQuery(const AxisAlignedBox& box, uint32 mask = 0xFFFFFFFF); /** Creates a SphereSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for a spherical region. See SceneQuery and SphereSceneQuery for full details. @par The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required. @param sphere Details of the sphere which describes the region for this query. @param mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details. */ virtual SphereSceneQuery* createSphereQuery(const Sphere& sphere, uint32 mask = 0xFFFFFFFF); /** Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for a region enclosed by a set of planes (normals pointing inwards). See SceneQuery and PlaneBoundedVolumeListSceneQuery for full details. @par The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required. @param volumes Details of the volumes which describe the region for this query. @param mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details. */ virtual PlaneBoundedVolumeListSceneQuery* createPlaneBoundedVolumeQuery(const PlaneBoundedVolumeList& volumes, uint32 mask = 0xFFFFFFFF); /** Creates a RaySceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, looking for objects which fall along a ray. See SceneQuery and RaySceneQuery for full details. @par The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required. @param ray Details of the ray which describes the region for this query. @param mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details. */ virtual RaySceneQuery* createRayQuery(const Ray& ray, uint32 mask = 0xFFFFFFFF); /** Creates an IntersectionSceneQuery for this scene manager. This method creates a new instance of a query object for locating intersecting objects. See SceneQuery and IntersectionSceneQuery for full details. @par The instance returned from this method must be destroyed by calling SceneManager::destroyQuery when it is no longer required. @param mask The query mask to apply to this query; can be used to filter out certain objects; see SceneQuery for details. */ virtual IntersectionSceneQuery* createIntersectionQuery(uint32 mask = 0xFFFFFFFF); /** Destroys a scene query of any type. */ void destroyQuery(SceneQuery* query); /// @} /// @name Generic Shadows Config /// @{ /** Sets the general shadow technique to be used in this scene. There are multiple ways to generate shadows in a scene, and each has strengths and weaknesses.
  • Stencil-based approaches can be used to draw very long, extreme shadows without loss of precision and the 'additive' version can correctly show the shadowing of complex effects like bump mapping because they physically exclude the light from those areas. However, the edges are very sharp and stencils cannot handle transparency, and they involve a fair amount of CPU work in order to calculate the shadow volumes, especially when animated objects are involved.
  • Texture-based approaches are good for handling transparency (they can, for example, correctly shadow a mesh which uses alpha to represent holes), and they require little CPU overhead, and can happily shadow geometry which is deformed by a vertex program, unlike stencil shadows. However, they have a fixed precision which can introduce 'jaggies' at long range and have fillrate issues of their own.
@par We support 2 kinds of stencil shadows, and 2 kinds of texture-based shadows, and one simple decal approach. The 2 stencil approaches differ in the amount of multipass work that is required - the modulative approach simply 'darkens' areas in shadow after the main render, which is the least expensive, whilst the additive approach has to perform a render per light and adds the cumulative effect, which is more expensive but more accurate. The texture based shadows both work in roughly the same way, the only difference is that the shadowmap approach is slightly more accurate, but requires a more recent graphics card. @par Note that because mixing many shadow techniques can cause problems, only one technique is supported at once. Also, you should call this method at the start of the scene setup. @param technique The shadowing technique to use for the scene. */ void setShadowTechnique(ShadowTechnique technique); /** Gets the current shadow technique. */ ShadowTechnique getShadowTechnique(void) const { return mShadowTechnique; } /** Set the colour used to modulate areas in shadow. This is only applicable for shadow techniques which involve darkening the area in shadow, as opposed to masking out the light. This colour provided is used as a modulative value to darken the areas. */ void setShadowColour(const ColourValue& colour); /** Get the colour used to modulate areas in shadow. This is only applicable for shadow techniques which involve darkening the area in shadow, as opposed to masking out the light. This colour provided is used as a modulative value to darken the areas. */ const ColourValue& getShadowColour(void) const; /** Sets the distance a shadow volume is extruded for a directional light. Although directional lights are essentially infinite, there are many reasons to limit the shadow extrusion distance to a finite number, not least of which is compatibility with older cards (which do not support infinite positions), and shadow caster elimination. @par The default value is 10,000 world units. This does not apply to point lights or spotlights, since they extrude up to their attenuation range. */ void setShadowDirectionalLightExtrusionDistance(Real dist); /** Gets the distance a shadow volume is extruded for a directional light. */ Real getShadowDirectionalLightExtrusionDistance(void) const; /** Is there a stencil shadow based shadowing technique in use? */ bool isShadowTechniqueStencilBased(void) const { return (mShadowTechnique & SHADOWDETAILTYPE_STENCIL) != 0; } /** Is there a texture shadow based shadowing technique in use? */ bool isShadowTechniqueTextureBased(void) const { return (mShadowTechnique & SHADOWDETAILTYPE_TEXTURE) != 0; } /** Is there a modulative shadowing technique in use? */ bool isShadowTechniqueModulative(void) const { return (mShadowTechnique & SHADOWDETAILTYPE_MODULATIVE) != 0; } /** Is there an additive shadowing technique in use? */ bool isShadowTechniqueAdditive(void) const { return (mShadowTechnique & SHADOWDETAILTYPE_ADDITIVE) != 0; } /** Is the shadow technique integrated into primary materials? */ bool isShadowTechniqueIntegrated(void) const { return (mShadowTechnique & SHADOWDETAILTYPE_INTEGRATED) != 0; } /** Is there any shadowing technique in use? */ bool isShadowTechniqueInUse(void) const { return mShadowTechnique != SHADOWTYPE_NONE; } /// @} /// @name Stencil Shadows Config /// @{ /** Enables / disables the rendering of debug information for shadows. */ void setShowDebugShadows(bool debug) { mStencilShadowRenderer.mDebugShadows = debug; } /** Are debug shadows shown? */ bool getShowDebugShadows(void ) const { return mStencilShadowRenderer.mDebugShadows; } /** Sets the maximum size of the index buffer used to render shadow primitives. This method allows you to tweak the size of the index buffer used to render shadow primitives (including stencil shadow volumes). The default size is 51,200 entries, which is 100k of GPU memory, or enough to render approximately 17,000 triangles. You can reduce this as long as you do not have any models / world geometry chunks which could require more than the amount you set. @par The maximum number of triangles required to render a single shadow volume (including light and dark caps when needed) will be 3x the number of edges on the light silhouette, plus the number of light-facing triangles. On average, half the triangles will be facing toward the light, but the number of triangles in the silhouette entirely depends on the mesh - angular meshes will have a higher silhouette tris/mesh tris ratio than a smooth mesh. You can estimate the requirements for your particular mesh by rendering it alone in a scene with shadows enabled and a single light - rotate it or the light and make a note of how high the triangle count goes (remembering to subtract the mesh triangle count) @param size The number of indexes; divide this by 3 to determine the number of triangles. */ void setShadowIndexBufferSize(size_t size); /// Get the size of the shadow index buffer size_t getShadowIndexBufferSize(void) const { return mStencilShadowRenderer.mShadowIndexBufferSize; } /** Sets whether we should use an infinite camera far plane when rendering stencil shadows. Stencil shadow coherency is very reliant on the shadow volume not being clipped by the far plane. If this clipping happens, you get a kind of 'negative' shadow effect. The best way to achieve coherency is to move the far plane of the camera out to infinity, thus preventing the far plane from clipping the shadow volumes. When combined with vertex program extrusion of the volume to infinity, which Ogre does when available, this results in very robust shadow volumes. For this reason, when you enable stencil shadows, Ogre automatically changes your camera settings to project to infinity if the card supports it. You can disable this behaviour if you like by calling this method; although you can never enable infinite projection if the card does not support it. @par If you disable infinite projection, or it is not available, you need to be far more careful with your light attenuation / directional light extrusion distances to avoid clipping artefacts at the far plane. @note Recent cards will generally support infinite far plane projection. However, we have found some cases where they do not, especially on Direct3D. There is no standard capability we can check to validate this, so we use some heuristics based on experience:
  • OpenGL always seems to support it no matter what the card
  • Direct3D on non-vertex program capable systems (including vertex program capable cards on Direct3D7) does not support it
  • Direct3D on GeForce3 and GeForce4 Ti does not seem to support infinite projection
Therefore in the RenderSystem implementation, we may veto the use of an infinite far plane based on these heuristics. */ void setShadowUseInfiniteFarPlane(bool enable) { mStencilShadowRenderer.mShadowUseInfiniteFarPlane = enable; } /** Sets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering. */ void setShadowUseLightClipPlanes(bool enabled) { mStencilShadowRenderer.mShadowAdditiveLightClip = enabled; } /** Gets whether when using a built-in additive shadow mode, user clip planes should be used to restrict light rendering. */ bool getShadowUseLightClipPlanes() const { return mStencilShadowRenderer.mShadowAdditiveLightClip; } /// @} /// @name Texture Shadows Config /// @{ /** Sets the default maximum distance away from the camera that shadows will be visible. You have to call this function before you create lights or the default distance of zero will be used. Shadow techniques can be expensive, therefore it is a good idea to limit them to being rendered close to the camera if possible, and to skip the expense of rendering shadows for distance objects. This method allows you to set the distance at which shadows will no longer be rendered. @note Each shadow technique can interpret this subtely differently. For example, one technique may use this to eliminate casters, another might use it to attenuate the shadows themselves. You should tweak this value to suit your chosen shadow technique and scene setup. */ void setShadowFarDistance(Real distance); /** Gets the default maximum distance away from the camera that shadows will be visible. */ Real getShadowFarDistance(void) const { return mTextureShadowRenderer.mDefaultShadowFarDist; } Real getShadowFarDistanceSquared(void) const { return mTextureShadowRenderer.mDefaultShadowFarDistSquared; } /// Method for update shadow textures ready for use in a regular render /// Do not call manually unless before frame start or rendering is paused /// If lightList is not supplied, will render all lights in frustum virtual void updateShadowTextures(Camera* cam, Viewport* vp, const LightList* lightList = 0); /// @deprecated use @ref updateShadowTextures OGRE_DEPRECATED void prepareShadowTextures(Camera* cam, Viewport* vp, const LightList* lightList = 0) { updateShadowTextures(cam, vp, lightList); } /** Set the size of the texture used for all texture-based shadows. The larger the shadow texture, the better the detail on texture based shadows, but obviously this takes more memory. The default size is 512. Sizes must be a power of 2. @note This is the simple form, see @ref setShadowTextureConfig for the more complex form. */ void setShadowTextureSize(unsigned short size) { mTextureShadowRenderer.setShadowTextureSize(size); } /** Set the detailed configuration for a shadow texture. @param shadowIndex The index of the texture to configure, must be < the number of shadow textures setting @param width The width of the texture @param height The height of the texture @param format The pixel format of the texture @param fsaa The level of multisampling to use. Ignored if the device does not support it. @param depthBufferPoolId The pool # it should query the depth buffers from */ void setShadowTextureConfig(size_t shadowIndex, uint16 width, uint16 height, PixelFormat format, uint16 fsaa = 0, uint16 depthBufferPoolId = 1) { mTextureShadowRenderer.setShadowTextureConfig(shadowIndex, width, height, format, fsaa, depthBufferPoolId); } /** Set the detailed configuration for a shadow texture. @param shadowIndex The index of the texture to configure, must be < the number of shadow textures setting @param config Configuration structure */ void setShadowTextureConfig(size_t shadowIndex, const ShadowTextureConfig& config) { mTextureShadowRenderer.setShadowTextureConfig(shadowIndex, config); } /** Get the current shadow texture settings. */ const ShadowTextureConfigList& getShadowTextureConfigList() const { return mTextureShadowRenderer.mShadowTextureConfigList; } /// @deprecated use getShadowTextureConfigList OGRE_DEPRECATED ConstShadowTextureConfigIterator getShadowTextureConfigIterator() const; /** Set the pixel format of the textures used for texture-based shadows. By default, a colour texture is used (@ref PF_BYTE_RGBA) for texture shadows, but if you want to use more advanced texture shadow types you can alter this. If you do, you will have to also call setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial to provide shader-based materials to use these customised shadow texture formats. @note This is the simple form, see @ref setShadowTextureConfig for the more complex form. */ void setShadowTexturePixelFormat(PixelFormat fmt) { mTextureShadowRenderer.setShadowTexturePixelFormat(fmt); } /** Set the level of multisample AA of the textures used for texture-based shadows. By default, the level of multisample AA is zero. @note This is the simple form, see @ref setShadowTextureConfig for the more complex form. */ void setShadowTextureFSAA(unsigned short fsaa) { mTextureShadowRenderer.setShadowTextureFSAA(fsaa); } /** Set the number of textures allocated for texture-based shadows. The default number of textures assigned to deal with texture based shadows is 1; however this means you can only have one light casting shadows at the same time. You can increase this number in order to make this more flexible, but be aware of the texture memory it will use. */ void setShadowTextureCount(size_t count) { mTextureShadowRenderer.setShadowTextureCount(count); } /// @deprecated use getShadowTextureConfigList OGRE_DEPRECATED size_t getShadowTextureCount(void) const {return mTextureShadowRenderer.mShadowTextureConfigList.size(); } /** Set the number of shadow textures a light type uses. The default for all light types is 1. This means that each light uses only 1 shadow texture. Call this if you need more than 1 shadow texture per light, E.G. PSSM. @note This feature only works with the Integrated shadow technique. Also remember to increase the total number of shadow textures you request appropriately (e.g. via @ref setShadowTextureCount)!! */ void setShadowTextureCountPerLightType(Light::LightTypes type, size_t count) { mTextureShadowRenderer.mShadowTextureCountPerType[type] = count; } /// Get the number of shadow textures is assigned for the given light type. size_t getShadowTextureCountPerLightType(Light::LightTypes type) const {return mTextureShadowRenderer.mShadowTextureCountPerType[type]; } /** Sets the size and count of textures used in texture-based shadows. @see setShadowTextureSize and setShadowTextureCount for details, this method just allows you to change both at once, which can save on reallocation if the textures have already been created. @note This is the simple form, see @ref setShadowTextureConfig for the more complex form. */ void setShadowTextureSettings(uint16 size, uint16 count, PixelFormat fmt = PF_BYTE_RGBA, uint16 fsaa = 0, uint16 depthBufferPoolId = 1) { mTextureShadowRenderer.setShadowTextureSettings(size, count, fmt, fsaa, depthBufferPoolId); } /** Sets the configuration of textures used for texture-based shadows. use a .compositor script definition to set up the shadow textures instead of configuring them by code. This is both easier and more flexible then the above methods. */ void setShadowTextureCompositor(const String& compositorName, const String& resourceGroup OGRE_RESOURCE_GROUP_INIT) { mTextureShadowRenderer.setShadowTextureCompositor(compositorName, resourceGroup); } /** Get a reference to the shadow texture currently in use at the given index. @note If you change shadow settings, this reference may no longer be correct, so be sure not to hold the returned reference over texture shadow configuration changes. */ const TexturePtr& getShadowTexture(size_t shadowIndex) { return mTextureShadowRenderer.getShadowTexture(shadowIndex); } /** Sets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space. When generating a shadow texture from a directional light, an approximation is used since it is not possible to render the entire scene to one texture. The texture is projected onto an area centred on the camera, and is the shadow far distance * 2 in length (it is square). This wastes a lot of texture space outside the frustum though, so this offset allows you to move the texture in front of the camera more. However, be aware that this can cause a little shadow 'jittering' during rotation, and that if you move it too far then you'll start to get artefacts close to the camera. The value is represented as a proportion of the shadow far distance, and the default is 0.6. */ void setShadowDirLightTextureOffset(Real offset) { mTextureShadowRenderer.mShadowTextureOffset = offset;} /** Gets the proportional distance which a texture shadow which is generated from a directional light will be offset into the camera view to make best use of texture space. */ Real getShadowDirLightTextureOffset(void) const { return mTextureShadowRenderer.mShadowTextureOffset; } /** Sets the proportional distance at which texture shadows begin to fade out. To hide the edges where texture shadows end (in directional lights) Ogre will fade out the shadow in the distance. This value is a proportional distance of the entire shadow visibility distance at which the shadow begins to fade out. The default is 0.7 */ void setShadowTextureFadeStart(Real fadeStart) { mTextureShadowRenderer.mShadowTextureFadeStart = fadeStart; } /** Sets the proportional distance at which texture shadows finish to fading out. To hide the edges where texture shadows end (in directional lights) Ogre will fade out the shadow in the distance. This value is a proportional distance of the entire shadow visibility distance at which the shadow is completely invisible. The default is 0.9. */ void setShadowTextureFadeEnd(Real fadeEnd) { mTextureShadowRenderer.mShadowTextureFadeEnd = fadeEnd; } /** Sets whether or not texture shadows should attempt to self-shadow. The default implementation of texture shadows uses a fixed-function colour texture projection approach for maximum compatibility, and as such cannot support self-shadowing. However, if you decide to implement a more complex shadowing technique using the setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial there is a possibility you may be able to support self-shadowing (e.g by implementing a shader-based shadow map). In this case you might want to enable this option. @param selfShadow Whether to attempt self-shadowing with texture shadows */ void setShadowTextureSelfShadow(bool selfShadow); /// Gets whether or not texture shadows attempt to self-shadow. bool getShadowTextureSelfShadow(void) const { return mTextureShadowRenderer.mShadowTextureSelfShadow; } /** Sets the default material to use for rendering shadow casters. By default shadow casters are rendered into the shadow texture using an automatically generated fixed-function pass. This allows basic projective texture shadows, but it's possible to use more advanced shadow techniques by overriding the caster and receiver materials, for example providing vertex and fragment programs to implement shadow maps. @par You can rely on the ambient light in the scene being set to the requested texture shadow colour, if that's useful. @note Individual objects may also override the vertex program in your default material if their materials include shadow_caster_material entries, so if you use both make sure they are compatible. @note Only a single pass is allowed in your material, although multiple techniques may be used for hardware fallback. */ void setShadowTextureCasterMaterial(const MaterialPtr& mat) { mTextureShadowRenderer.setShadowTextureCasterMaterial(mat); } /** Sets the default material to use for rendering shadow receivers. By default shadow receivers are rendered as a post-pass using basic modulation. This allows basic projective texture shadows, but it's possible to use more advanced shadow techniques by overriding the caster and receiver materials, for example providing vertex and fragment programs to implement shadow maps. @par You can rely on texture unit 0 containing the shadow texture, and for the unit to be set to use projective texturing from the light (only useful if you're using fixed-function, which is unlikely; otherwise you should rely on the texture_viewproj_matrix auto binding) @note Individual objects may also override the vertex program in your default material if their materials include shadow_receiver_material entries, so if you use both make sure they are compatible. @note Only a single pass is allowed in your material, although multiple techniques may be used for hardware fallback. */ void setShadowTextureReceiverMaterial(const MaterialPtr& mat) { mTextureShadowRenderer.setShadowTextureReceiverMaterial(mat); } /** Sets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces. Rendering back faces rather than front faces into a shadow texture can help minimise depth comparison issues, if you're using depth shadowmapping. You will probably still need some biasing but you won't need as much. For solid objects the result is the same anyway, if you have objects with holes you may want to turn this option off. The default is to enable this option. */ void setShadowCasterRenderBackFaces(bool bf) { mTextureShadowRenderer.mShadowCasterRenderBackFaces = bf; } /** Gets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces. */ bool getShadowCasterRenderBackFaces() const { return mTextureShadowRenderer.mShadowCasterRenderBackFaces; } /** Set the shadow camera setup to use for all lights which don't have their own shadow camera setup. @see ShadowCameraSetup */ void setShadowCameraSetup(const ShadowCameraSetupPtr& shadowSetup); /** Get the shadow camera setup in use for all lights which don't have their own shadow camera setup. @see ShadowCameraSetup */ const ShadowCameraSetupPtr& getShadowCameraSetup() const; /// @} /** Sets the active compositor chain of the current scene being rendered. @note CompositorChain does this automatically, no need to call manually. */ void _setActiveCompositorChain(CompositorChain* chain) { mActiveCompositorChain = chain; } /** Sets whether to use late material resolving or not. If set, materials will be resolved from the materials at the pass-setting stage and not at the render queue building stage. This is useful when the active material scheme during the render queue building stage is different from the one during the rendering stage. */ void setLateMaterialResolving(bool isLate) { mLateMaterialResolving = isLate; } /** Gets whether using late material resolving or not. @see setLateMaterialResolving */ bool isLateMaterialResolving() const { return mLateMaterialResolving; } /** Gets the active compositor chain of the current scene being rendered */ CompositorChain* _getActiveCompositorChain() const { return mActiveCompositorChain; } /** Add a listener which will get called back on scene manager events. */ void addListener(Listener* s); /** Remove a listener */ void removeListener(Listener* s); /** Add a listener which will get called back on shadow texture events. */ void addShadowTextureListener(ShadowTextureListener* s); /** Remove a listener */ void removeShadowTextureListener(ShadowTextureListener* s); /// @name Static Geometry /// @{ /** Creates a StaticGeometry instance suitable for use with this SceneManager. StaticGeometry is a way of batching up geometry into a more efficient form at the expense of being able to move it. Please read the StaticGeometry class documentation for full information. @param name The name to give the new object @return The new StaticGeometry instance */ StaticGeometry* createStaticGeometry(const String& name); /** Retrieve a previously created StaticGeometry instance. @note Throws an exception if the named instance does not exist */ StaticGeometry* getStaticGeometry(const String& name) const; /** Returns whether a static geometry instance with the given name exists. */ bool hasStaticGeometry(const String& name) const; /** Returns all static geometry instances with names. */ const StaticGeometryMap* getStaticGeometryCollection() const; /** Remove & destroy a StaticGeometry instance. */ void destroyStaticGeometry(StaticGeometry* geom); /** Remove & destroy a StaticGeometry instance. */ void destroyStaticGeometry(const String& name); /** Remove & destroy all StaticGeometry instances. */ void destroyAllStaticGeometry(void); /// @} /// @name Instancing /// @{ /** Creates an InstanceManager interface to create & manipulate instanced entities You need to call this function at least once before start calling createInstancedEntity to build up an instance based on the given mesh. Instancing is a way of batching up geometry into a much more efficient form, but with some limitations, and still be able to move & animate it. Please see @ref InstanceManager class documentation for full information. @param customName Custom name for referencing. Must be unique @param meshName The mesh name the instances will be based upon @param groupName The resource name where the mesh lives @param technique Technique to use, which may be shader based, or hardware based. @param numInstancesPerBatch Suggested number of instances per batch. The actual number may end up being lower if the technique doesn't support having so many. It can't be zero @param flags Flags to pass to the InstanceManager see #InstanceManagerFlags @param subMeshIdx InstanceManager only supports using one submesh from the base mesh. This parameter says which submesh to pick (must be <= Mesh::getNumSubMeshes()) @return The new InstanceManager instance */ InstanceManager* createInstanceManager( const String &customName, const String &meshName, const String &groupName, InstanceManager::InstancingTechnique technique, size_t numInstancesPerBatch, uint16 flags=0, unsigned short subMeshIdx=0 ); /** Retrieves an existing InstanceManager by it's name. @note Throws an exception if the named InstanceManager does not exist */ InstanceManager* getInstanceManager( const String &managerName ) const; /** Returns whether an InstanceManager with the given name exists. */ bool hasInstanceManager( const String &managerName ) const; /** Destroys an InstanceManager if it was created with createInstanceManager() Be sure you don't have any InstancedEntity referenced somewhere which was created with this manager, since it will become a dangling pointer. @param name Name of the manager to remove */ void destroyInstanceManager( const String &name ); void destroyInstanceManager( InstanceManager *instanceManager ); void destroyAllInstanceManagers(void); /** @see InstanceManager::getMaxOrBestNumInstancesPerBatch If you've already created an InstanceManager, you can call it's getMaxOrBestNumInstancesPerBatch() function directly. Another (not recommended) way to know if the technique is unsupported is by creating an InstanceManager and use createInstancedEntity, which will return null pointer. The input parameter "numInstancesPerBatch" is a suggested value when using IM_VTFBESTFIT flag (in that case it should be non-zero) @return The ideal (or maximum, depending on flags) number of instances per batch for the given technique. Zero if technique is unsupported or errors were spotted */ size_t getNumInstancesPerBatch( const String &meshName, const String &groupName, const String &materialName, InstanceManager::InstancingTechnique technique, size_t numInstancesPerBatch, uint16 flags=0, unsigned short subMeshIdx=0 ); /** Creates an InstancedEntity based on an existing InstanceManager - Return value may be null if the InstanceManger technique isn't supported - Try to keep the number of entities with different materials to a minimum Alternatively you can call @ref InstanceManager::createInstancedEntity using the returned pointer from createInstanceManager() @see InstanceBatch @param materialName Material name @param managerName Name of the instance manager @return An InstancedEntity ready to be attached to a SceneNode */ InstancedEntity* createInstancedEntity( const String &materialName, const String &managerName ); /** Removes an InstancedEntity, @see SceneManager::createInstancedEntity & @see InstanceBatch::removeInstancedEntity @param instancedEntity Instance to remove */ void destroyInstancedEntity( InstancedEntity *instancedEntity ); /** Called by an InstanceManager when it has at least one InstanceBatch that needs their bounds to be updated for proper culling @param dirtyManager The manager with dirty batches to update */ void _addDirtyInstanceManager( InstanceManager *dirtyManager ); /// @} typedef MapIterator MovableObjectIterator; /// @name Movable Objects /// @{ /** Create a movable object of the type specified. This is the generalised form of MovableObject creation where you can create a MovableObject of any specialised type generically, including any new types registered using plugins. @param name The name to give the object. Must be unique within type. @param typeName The type of object to create @param params Optional name/value pair list to give extra parameters to the created object. */ MovableObject* createMovableObject(const String& name, const String& typeName, const NameValuePairList* params = 0); /// @overload MovableObject* createMovableObject(const String& typeName, const NameValuePairList* params = 0); /** Destroys a MovableObject with the name specified, of the type specified. The MovableObject will automatically detach itself from any nodes on destruction. */ void destroyMovableObject(const String& name, const String& typeName); /** Destroys a MovableObject. The MovableObject will automatically detach itself from any nodes on destruction. */ void destroyMovableObject(MovableObject* m); /** Destroy all MovableObjects of a given type. */ void destroyAllMovableObjectsByType(const String& typeName); /** Destroy all MovableObjects. */ void destroyAllMovableObjects(void); /** Get a reference to a previously created object instance @note Throws an exception if the named instance does not exist */ MovableObject* getMovableObject(const String& name, const String& typeName) const; /** Returns whether a object instance with the given name exists. */ bool hasMovableObject(const String& name, const String& typeName) const; /** Get all MovableObect instances of a given type. @note The iterator returned from this method is not thread safe, do not use this if you are creating or deleting objects of this type in another thread. */ const MovableObjectMap& getMovableObjects(const String& typeName); /// @deprecated use getMovableObjects OGRE_DEPRECATED MovableObjectIterator getMovableObjectIterator(const String& typeName); /** Inject a MovableObject instance created externally. This method 'injects' a MovableObject instance created externally into the MovableObject instance registry held in the SceneManager. You might want to use this if you have a MovableObject which you don't want to register a factory for; for example a MovableObject which cannot be generally constructed by clients. @note It is important that the MovableObject has a unique name for the type, and that its getMovableType() method returns a proper type name. */ void injectMovableObject(MovableObject* m); /** Extract a previously injected MovableObject. Essentially this does the same as destroyMovableObject, but only removes the instance from the internal lists, it does not attempt to destroy it. */ void extractMovableObject(const String& name, const String& typeName); /// @overload void extractMovableObject(MovableObject* m); /** Extract all injected MovableObjects of a given type. Essentially this does the same as destroyAllMovableObjectsByType, but only removes the instances from the internal lists, it does not attempt to destroy them. */ void extractAllMovableObjectsByType(const String& typeName); /// @} /** Sets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. Note that this is combined with any per-viewport visibility mask through an 'and' operation. @see Viewport::setVisibilityMask */ void setVisibilityMask(uint32 vmask) { mVisibilityMask = vmask; } /** Gets a mask which is bitwise 'and'ed with objects own visibility masks to determine if the object is visible. */ uint32 getVisibilityMask(void) { return mVisibilityMask; } /** Internal method for getting the combination between the global visibility mask and the per-viewport visibility mask. */ uint32 _getCombinedVisibilityMask(void) const; /** Sets whether the SceneManager should search for visible objects, or whether they are being manually handled. This is an advanced function, you should not use this unless you know what you are doing. */ void setFindVisibleObjects(bool find) { mFindVisibleObjects = find; } /** Gets whether the SceneManager should search for visible objects, or whether they are being manually handled. */ bool getFindVisibleObjects(void) { return mFindVisibleObjects; } /** Set whether to automatically flip the culling mode on objects whenever they are negatively scaled. Negativelyl scaling an object has the effect of flipping the triangles, so the culling mode should probably be inverted to deal with this. If you would prefer to manually manage this, set this option to 'false' and use different materials with Pass::setCullingMode set manually as needed. */ void setFlipCullingOnNegativeScale(bool n) { mFlipCullingOnNegativeScale = n; } /** Get whether to automatically flip the culling mode on objects whenever they are negatively scaled. */ bool getFlipCullingOnNegativeScale() const { return mFlipCullingOnNegativeScale; } /** Render something as if it came from the current queue. @param rend The renderable to issue to the pipeline @param pass The pass which is being used @param doLightIteration If true, this method will issue the renderable to the pipeline possibly multiple times, if the pass indicates it should be done once per light @param manualLightList Only applicable if doLightIteration is false, this method allows you to pass in a previously determined set of lights which will be used for a single render of this object. @param shadowDerivation If false, disables the derivation of shadow passes from original passes */ void _injectRenderWithPass(Pass *pass, Renderable *rend, bool shadowDerivation = true, bool doLightIteration = false, const LightList* manualLightList = 0); /** Internal method for setting up the renderstate for a rendering pass. @param pass The Pass details to set. @param shadowDerivation If false, disables the derivation of shadow passes from original passes @return A Pass object that was used instead of the one passed in, can happen when rendering shadow passes */ const Pass* _setPass(const Pass* pass, bool shadowDerivation = true); /** Method to allow you to mark gpu parameters as dirty, causing them to be updated according to the mask that you set when updateGpuProgramParameters is next called. Only really useful if you're controlling parameter state in inner rendering loop callbacks. @param mask Some combination of GpuParamVariability which is bitwise OR'ed with the current dirty state. */ void _markGpuParamsDirty(uint16 mask); /** Render the objects in a given queue group */ void _renderQueueGroupObjects(RenderQueueGroup* group, QueuedRenderableCollection::OrganisationMode om); /** Advanced method for supplying an alternative visitor, used for parsing the render queues and sending the results to the renderer. You can use this method to insert your own implementation of the QueuedRenderableVisitor interface, which receives calls as the queued renderables are parsed in a given order and are sent to the renderer. If you provide your own implementation of this visitor, you are responsible for either calling the rendersystem, or passing the calls on to the base class implementation. @note Ownership is not taken of this pointer, you are still required to delete it yourself once you're finished. @param visitor Your implementation of SceneMgrQueuedRenderableVisitor. If you pass 0, the default implementation will be used. */ void setQueuedRenderableVisitor(SceneMgrQueuedRenderableVisitor* visitor); /** Gets the current visitor object which processes queued renderables. */ SceneMgrQueuedRenderableVisitor* getQueuedRenderableVisitor(void) const { return mActiveQueuedRenderableVisitor; } /** Get the rendersystem subclass to which the output of this Scene Manager gets sent */ RenderSystem *getDestinationRenderSystem(); /** Gets the current viewport being rendered (advanced use only, only valid during viewport update. */ Viewport* getCurrentViewport(void) const { return mCurrentViewport; } /** Returns a visibility boundary box for a specific camera. */ const VisibleObjectsBoundsInfo& getVisibleObjectsBoundsInfo(const Camera* cam) const; /// @deprecated do not use OGRE_DEPRECATED const VisibleObjectsBoundsInfo& getShadowCasterBoundsInfo(const Light* light, size_t iteration = 0) const; /** Add a level of detail listener. */ void addLodListener(LodListener *listener); /** Remove a level of detail listener. Do not call from inside an LodListener callback method. */ void removeLodListener(LodListener *listener); /** Notify that a movable object LOD change event has occurred. */ void _notifyMovableObjectLodChanged(MovableObjectLodChangedEvent& evt); /** Notify that an entity mesh LOD change event has occurred. */ void _notifyEntityMeshLodChanged(EntityMeshLodChangedEvent& evt); /** Notify that an entity material LOD change event has occurred. */ void _notifyEntityMaterialLodChanged(EntityMaterialLodChangedEvent& evt); /** Handle LOD events. */ void _handleLodEvents(); IlluminationRenderStage _getCurrentRenderStage() const {return mIlluminationStage;} const AutoParamDataSource* _getAutoParamDataSource() const { return mAutoParamDataSource.get(); } void setVPRTCameras(const std::vector& cameras) const { mAutoParamDataSource->setCameraArray(cameras); } }; /// Interface for visualising debugging the SceneManager state class _OgreExport DebugDrawer : public SceneManager::Listener { public: virtual ~DebugDrawer() {} virtual void drawSceneNode(const SceneNode* node) = 0; virtual void drawBone(const Node* node, const Affine3 & transform = Affine3::IDENTITY) = 0; virtual void drawFrustum(const Frustum* frust) = 0; virtual void drawSphere(const Sphere & sphere) = 0; }; /** Default implementation of IntersectionSceneQuery. */ class _OgreExport DefaultIntersectionSceneQuery : public IntersectionSceneQuery { public: DefaultIntersectionSceneQuery(SceneManager* creator); ~DefaultIntersectionSceneQuery(); void execute(IntersectionSceneQueryListener* listener) override; }; /** Default implementation of RaySceneQuery. */ class _OgreExport DefaultRaySceneQuery : public RaySceneQuery { public: DefaultRaySceneQuery(SceneManager* creator); ~DefaultRaySceneQuery(); void execute(RaySceneQueryListener* listener) override; }; /** Default implementation of SphereSceneQuery. */ class _OgreExport DefaultSphereSceneQuery : public SphereSceneQuery { public: DefaultSphereSceneQuery(SceneManager* creator); ~DefaultSphereSceneQuery(); void execute(SceneQueryListener* listener) override; }; /** Default implementation of PlaneBoundedVolumeListSceneQuery. */ class _OgreExport DefaultPlaneBoundedVolumeListSceneQuery : public PlaneBoundedVolumeListSceneQuery { public: DefaultPlaneBoundedVolumeListSceneQuery(SceneManager* creator); ~DefaultPlaneBoundedVolumeListSceneQuery(); void execute(SceneQueryListener* listener) override; }; /** Default implementation of AxisAlignedBoxSceneQuery. */ class _OgreExport DefaultAxisAlignedBoxSceneQuery : public AxisAlignedBoxSceneQuery { public: DefaultAxisAlignedBoxSceneQuery(SceneManager* creator); ~DefaultAxisAlignedBoxSceneQuery(); void execute(SceneQueryListener* listener) override; }; /** Class which will create instances of a given SceneManager. */ class _OgreExport SceneManagerFactory { public: virtual ~SceneManagerFactory() {} /** Get the SceneManager type created by this factory. */ virtual const String& getTypeName(void) const = 0; /** Create a new instance of a SceneManager. Don't call directly, use SceneManagerEnumerator::createSceneManager. */ virtual SceneManager* createInstance(const String& instanceName) = 0; /** Destroy an instance of a SceneManager. */ virtual void destroyInstance(SceneManager* instance) { delete instance; } }; /// Default scene manager type name _OgreExport extern const String SMT_DEFAULT; /** @} */ /** @} */ } // Namespace #include "OgreHeaderSuffix.h" #endif