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