[2642] | 1 | #ifndef RENDERTRAVERSER_H |
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| 2 | #define RENDERTRAVERSER_H |
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| 3 | |
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[2751] | 4 | |
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| 5 | |
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[2746] | 6 | #if TOIMPLEMENT |
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| 7 | |
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[2642] | 8 | #include "glInterface.h" |
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| 9 | #include "HierarchyNode.h" |
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| 10 | |
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| 11 | #include <queue> |
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| 12 | #include <stack> |
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| 13 | |
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[2751] | 14 | namespace CHCDemo
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| 15 | { |
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[2642] | 16 | |
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| 17 | typedef stack<HierarchyNode *> TraversalStack; |
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| 18 | typedef queue<HierarchyNode *> QueryQueue; |
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| 19 | typedef priority_queue<HierarchyNode *, vector<HierarchyNode *>, myless<vector<HierarchyNode *>::value_type> > PriorityQueue; |
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| 20 | |
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| 21 | class RenderTraverser |
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| 22 | { |
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| 23 | public: |
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| 24 | enum {RENDER_CULL_FRUSTUM, RENDER_STOP_AND_WAIT, RENDER_COHERENT, NUM_RENDERMODES}; |
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| 25 | |
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| 26 | RenderTraverser(); |
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| 27 | ~RenderTraverser(); |
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| 28 | |
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| 29 | //! Renders the scene with the specified method |
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| 30 | /** |
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| 31 | The mode is one of |
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| 32 | RENDER_CULL_FRUSTUM: renders the scene with view frustum culling only |
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| 33 | RENDER_STOP_AND_WAIT: renders the scene with the hierarchical stop and wait algorithm |
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| 34 | RENDER_COHERENT: renders the scene with the coherent hierarchical algorithm |
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| 35 | */ |
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| 36 | void Render(int mode=RENDER_CULL_FRUSTUM); |
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| 37 | //! sets the scene hierarchy. |
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| 38 | void SetHierarchy(HierarchyNode *sceneRoot); |
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| 39 | //! sets viewpoint |
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| 40 | void SetViewpoint(Vector3 const &viewpoint); |
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| 41 | //! sets view projection matrix |
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| 42 | void SetProjViewMatrix(Matrix4x4 const &projViewMatrix); |
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| 43 | //! returns root of hierarchy |
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| 44 | HierarchyNode *GetHierarchy(); |
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| 45 | //! sets visible pixels threshold for visibility classification |
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| 46 | void SetVisibilityThreshold(int threshold); |
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| 47 | //! returns visibility threshold |
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| 48 | int GetVisibilityThreshold(); |
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| 49 | |
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| 50 | // several statistics for a rendering pass |
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| 51 | long GetRenderTime(); |
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| 52 | int GetNumTraversedNodes(); |
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| 53 | int GetNumQueryCulledNodes(); |
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| 54 | int GetNumFrustumCulledNodes(); |
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| 55 | int GetNumRenderedGeometry(); |
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| 56 | |
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| 57 | //! renders a visualization of the hierarchy |
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| 58 | void RenderVisualization(); |
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| 59 | |
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| 60 | //! use optimization to take leaf nodes instead of bounding box for occlusion queries |
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| 61 | void SetUseOptimization(bool useOptimization); |
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| 62 | |
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| 63 | //! if arb queries should be used instead of nv |
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| 64 | void SetUseArbQueries(const bool useArbQueries); |
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| 65 | //! see set |
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| 66 | bool GetUseArbQueries() const; |
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| 67 | |
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| 68 | protected: |
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| 69 | |
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| 70 | //! renders the scene with view frustum culling only |
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| 71 | void RenderCullFrustum(); |
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| 72 | //! renders the scene with the hierarchical stop and wait algorithm |
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| 73 | void RenderStopAndWait(); |
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| 74 | //! renders the scene with the coherent hierarchical algorithm and the query queye |
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| 75 | void RenderCoherentWithQueue(); |
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| 76 | //! does some importand initialisations |
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| 77 | void Preprocess(); |
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| 78 | |
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| 79 | //! returns occlusion query result for specified node |
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| 80 | unsigned int GetOcclusionQueryResult(HierarchyNode *node) const; |
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| 81 | //! the node is traversed as usual |
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| 82 | void TraverseNode(HierarchyNode *node); |
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| 83 | //! visibility is pulled up from visibility of children |
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| 84 | void PullUpVisibility(HierarchyNode *node); |
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| 85 | //! is result available from query queue? |
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| 86 | bool ResultAvailable(HierarchyNode *node) const; |
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| 87 | //! issues occlusion query for specified node |
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| 88 | void IssueOcclusionQuery(HierarchyNode *node, bool wasVisible); |
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| 89 | //! resets occlusion queries after a traversal |
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| 90 | void DelQueries(); |
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| 91 | //! does view frustum culling. returns intersect (if intersects view plane) |
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| 92 | bool InsideViewFrustum(HierarchyNode *node, bool &intersects); |
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| 93 | //! switches to normal render mode |
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| 94 | void Switch2GLRenderState(); |
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| 95 | //! switches to occlusion query mode (geometry not rendered on the screen) |
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| 96 | void Switch2GLQueryState(); |
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| 97 | |
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| 98 | |
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| 99 | protected: |
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| 100 | |
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| 101 | /// if arb queries should be instead of nv |
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| 102 | bool mUseArbQueries; |
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| 103 | |
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| 104 | // the current clip planes of the view frustum |
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| 105 | VecPlane mClipPlanes; |
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| 106 | // the indices of the np-vertices of the bounding box for view frustum culling |
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| 107 | int mNPVertexIndices[12]; |
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| 108 | |
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| 109 | // the current view point |
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| 110 | Vector3 mViewpoint; |
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| 111 | Matrix4x4 mProjViewMatrix; |
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| 112 | // the root of the scene hierarchy |
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| 113 | HierarchyNode *mHierarchyRoot; |
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| 114 | //TraversalStack mTraversalStack; |
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| 115 | PriorityQueue mDistanceQueue; // use a priority queue rather than a renderstack |
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| 116 | |
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| 117 | //priority_queue<vector<HierarchyNode *>, HierarchyNode *> mPriorityQueue; |
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| 118 | int mFrameID; |
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| 119 | int mVisibilityThreshold; |
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| 120 | unsigned int *mOcclusionQueries; |
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| 121 | int mCurrentQueryIdx; |
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| 122 | bool mIsQueryMode; |
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| 123 | |
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| 124 | bool mIntersects; |
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| 125 | |
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| 126 | // statistics |
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| 127 | int mNumTraversedNodes; |
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| 128 | int mNumQueryCulledNodes; |
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| 129 | int mNumFrustumCulledNodes; |
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| 130 | int mNumRenderedGeometry; |
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| 131 | |
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| 132 | long mRenderTime; |
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| 133 | |
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| 134 | bool mUseOptimization; |
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| 135 | }; |
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[2751] | 136 | |
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| 137 | } |
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| 138 | |
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[2746] | 139 | #endif |
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[2751] | 140 | |
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| 141 | |
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[2642] | 142 | #endif // RENDERTRAVERSER_H |
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