source: GTP/trunk/App/Demos/Vis/CHC_revisited/RenderTraverser.h @ 2755

Revision 2755, 3.5 KB checked in by mattausch, 16 years ago (diff)
Line 
1#ifndef __RENDERTRAVERSER_H
2#define __RENDERTRAVERSER_H
3
4#include <queue>
5#include <stack>
6#include "glInterface.h"
7#include "Bvh.h"
8
9namespace CHCDemo
10{
11
12class Camera;
13class Matrix4x4;
14
15
16struct TraversalStatistics
17{
18        friend class RenderTraverser;
19
20public:
21
22        //////////
23        //-- several statistics for a rendering pass
24
25        long GetRenderTime();
26        int GetNumTraversedNodes();
27        int GetNumQueryCulledNodes();
28        int GetNumFrustumCulledNodes();
29        int GetNumRenderedGeometry();
30       
31protected:
32
33        // statistics
34        int mNumTraversedNodes;
35        int mNumQueryCulledNodes;
36        int mNumFrustumCulledNodes;
37        int mNumRenderedGeometry;
38
39        long mRenderTime;
40};
41
42
43//typedef std::priority_queue<BvhNode *, std::vector<BvhNode *>, myless<std::vector<BvhNode *>::value_type> > TraversalQueue;
44typedef std::priority_queue<BvhNode *, std::vector<BvhNode *>, myless> TraversalQueue;
45
46/** Abstract class implementing a scene traversal for rendering.
47*/
48class RenderTraverser
49{
50public:
51        //enum {RENDER_CULL_FRUSTUM, RENDER_STOP_AND_WAIT, RENDER_COHERENT, NUM_RENDERMODES};
52
53        RenderTraverser();
54        ~RenderTraverser();
55
56        //! Renders the scene with the specified method
57        /**
58                The mode is one of
59                RENDER_CULL_FRUSTUM: renders the scene with view frustum culling only
60                RENDER_STOP_AND_WAIT: renders the scene with the hierarchical stop and wait algorithm
61                RENDER_COHERENT: renders the scene with the coherent hierarchical algorithm
62        */
63        virtual void Render() = 0;
64        /** Sets the scene hierarchy.
65        */
66        void SetHierarchy(Bvh *bvh);
67        /** Sets the camera.
68        */
69        void SetCamera(Camera *camera);
70        /** sets view projection matrix
71        */
72        //void SetProjViewMatrix(Matrix4x4 const &projViewMatrix);
73        /** Sets visible pixels threshold for visibility classification
74        */
75        void SetVisibilityThreshold(int threshold);
76        /** Returns visibility threshold
77        */
78        int GetVisibilityThreshold() const;
79        /** renders a visualization of the hierarchy
80        */
81        void RenderVisualization();
82        /** use optimization to take leaf nodes instead of bounding box for occlusion queries   
83        */
84        void SetUseOptimization(bool useOptimization);
85
86protected:
87
88        /** does some important initializations
89        */
90        void Preprocess();
91        /** Hierarchy traversal
92        */
93        void TraverseNode(BvhNode *node);
94        /** Visibility is pulled up from visibility of children
95        */
96        void PullUpVisibility(BvhNode *node);
97        /** Issues occlusion query for specified node
98        */
99        void IssueOcclusionQuery(BvhNode *node, bool wasVisible);
100        /** Resets occlusion queries after a traversal
101        */
102        void DelQueries();
103        /** Does view frustum culling. returns intersect (if intersects view plane)
104        */
105        bool InsideViewFrustum(BvhNode *node, bool &intersects);
106        /** switches to normal render mode
107        */
108        void Switch2GLRenderState();
109        /** switches to occlusion query mode (geometry not rendered on the screen)
110        */
111        void Switch2GLQueryState();
112
113        void EnqueueNode(BvhNode *node);
114
115        ////////////
116        //-- members
117
118        // /the current clip planes of the view frustum
119        //VecPlane mClipPlanes;
120        /// the indices of the np-vertices of the bounding box for view frustum culling
121        //int mNPVertexIndices[12];
122
123        /// the current camera
124        Camera *mCamera;
125        //Matrix4x4 mProjViewMatrix;
126        /// the root of the scene hierarchy
127        Bvh *mBvh;
128        /// use a priority queue rather than a renderstack
129        TraversalQueue mDistanceQueue;
130       
131        int mFrameID;
132        int mVisibilityThreshold;
133       
134        //unsigned int *mOcclusionQueries;
135        int mCurrentQueryIdx;
136        bool mIsQueryMode;
137       
138        //bool mIntersects;
139        bool mUseOptimization;
140};
141
142}
143
144
145
146#endif // RENDERTRAVERSER_H
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