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Fix multiple ray queries (#666)
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* test mulitple ray queries

Signed-off-by: Ian Chen <[email protected]>

* style

Signed-off-by: Ian Chen <[email protected]>

* make string const, style, doc

Signed-off-by: Ian Chen <[email protected]>
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iche033 authored Jul 13, 2022
1 parent 5196afa commit 11ca3bf
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Showing 2 changed files with 46 additions and 10 deletions.
22 changes: 15 additions & 7 deletions ogre2/src/Ogre2SelectionBuffer.cc
Original file line number Diff line number Diff line change
Expand Up @@ -222,18 +222,26 @@ void Ogre2SelectionBuffer::CreateRTTBuffer()

Ogre::TextureGpuManager *textureMgr =
ogreRoot->getRenderSystem()->getTextureGpuManager();
const std::string selectionTextureName = "SelectionPassTex";
bool hasSelectionTexture =
textureMgr->findTextureNoThrow(selectionTextureName);
this->dataPtr->renderTexture =
textureMgr->createOrRetrieveTexture(
"SelectionPassTex" + this->dataPtr->camera->getName(),
selectionTextureName,
Ogre::GpuPageOutStrategy::SaveToSystemRam,
Ogre::TextureFlags::RenderToTexture,
Ogre::TextureTypes::Type2D);
this->dataPtr->renderTexture->setResolution(1, 1);
this->dataPtr->renderTexture->setNumMipmaps(1u);
this->dataPtr->renderTexture->setPixelFormat(Ogre::PFG_RGBA32_FLOAT);

this->dataPtr->renderTexture->scheduleTransitionTo(
Ogre::GpuResidency::Resident);
if (!hasSelectionTexture)
{
this->dataPtr->renderTexture->setResolution(1, 1);
this->dataPtr->renderTexture->setNumMipmaps(1u);
this->dataPtr->renderTexture->setPixelFormat(Ogre::PFG_RGBA32_FLOAT);

// we are reusing the same render texture so schedule transition only
// if it is not resident yet otherwise it may throw an exception
this->dataPtr->renderTexture->scheduleTransitionTo(
Ogre::GpuResidency::Resident);
}

this->dataPtr->selectionCamera->addListener(
this->dataPtr->materialSwitcher.get());
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34 changes: 31 additions & 3 deletions src/RayQuery_TEST.cc
Original file line number Diff line number Diff line change
Expand Up @@ -88,17 +88,45 @@ void RayQueryTest::RayQuery(const std::string &_renderEngine)

// set from camera
CameraPtr camera = scene->CreateCamera("camera");
camera->SetLocalPosition(math::Vector3d::Zero);
unsigned int width = 320u;
unsigned int height = 240u;
camera->SetImageWidth(width);
camera->SetImageHeight(height);

VisualPtr root = scene->RootVisual();
root->AddChild(camera);
math::Vector2d pos(0.0, 0.0);
rayQuery->SetFromCamera(camera, pos);

EXPECT_GT(rayQuery->Origin().X(), 0.0);
EXPECT_LT(0.0, rayQuery->Origin().X());
EXPECT_EQ(math::Vector3d::UnitX, rayQuery->Direction().Normalize());

RayQueryResult result = rayQuery->ClosestPoint();
EXPECT_EQ(math::Vector3d::Zero, result.point);
EXPECT_LT(result.distance, 0.0);
EXPECT_GT(0.0, result.distance);
EXPECT_EQ(0u, result.objectId);
EXPECT_FALSE((result));
EXPECT_FALSE(result);

// testing multiple ray queries that are set from camera
CameraPtr camera2 = scene->CreateCamera("camera2");
camera2->SetLocalPosition(math::Vector3d::Zero);
camera2->SetImageWidth(width);
camera2->SetImageHeight(height);

root->AddChild(camera2);
math::Vector2d pos2(0.0, 0.0);
RayQueryPtr rayQuery2 = scene->CreateRayQuery();
rayQuery2->SetFromCamera(camera2, pos2);

EXPECT_LT(0.0, rayQuery2->Origin().X());
EXPECT_EQ(math::Vector3d::UnitX, rayQuery2->Direction().Normalize());

RayQueryResult result2 = rayQuery2->ClosestPoint();
EXPECT_EQ(math::Vector3d::Zero, result2.point);
EXPECT_GT(0.0, result2.distance);
EXPECT_EQ(0u, result2.objectId);
EXPECT_FALSE(result2);

// Clean up
engine->DestroyScene(scene);
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