source: GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreBvHierarchySceneManager.h @ 1595

Revision 1595, 11.9 KB checked in by mattausch, 18 years ago (diff)
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of the GameTools Project
4http://www.gametools.org
5
6Author: Martin Szydlowski
7-----------------------------------------------------------------------------
8*/
9
10#ifndef _BvHierarchySceneManager_H__
11#define _BvHierarchySceneManager_H__
12
13#include <OgreSceneManager.h>
14#include <VisibilityManager.h>
15#include <ViewCellsManager.h>
16
17#include "OgreBvHierarchy.h"
18#include "OgreBvHierarchyCamera.h"
19#include "OgreBvHierarchyInterface.h"
20
21#define BvHierarchy_MAX_DEPTH 12
22
23namespace Ogre
24{
25
26class BvHierarchySceneNode;
27
28class BvHierarchySceneManager : public SceneManager
29{
30public:
31        BvHierarchySceneManager(const String& name, GtpVisibility::VisibilityManager *vm);
32        ~BvHierarchySceneManager(void);
33
34        virtual const String& getTypeName(void) const;
35
36        //typedef std::list<BvHierarchySceneNode *> NodeList;
37        //typedef std::list<WireBoundingBox *> BoxList;
38
39        /************************************************************************/
40        /* Functions overridden form SceneManager for BvHierarchy                    */
41        /************************************************************************/
42
43        /** Override from Scenemanager to create Camera as instance of BvHierarchyCamera
44        */
45        virtual Camera* createCamera(const String& name);
46
47        /** Override from SceneManager to create SceneNodes as instance of BvHierarchySceneNode
48        */
49        virtual SceneNode* createSceneNode(void);
50        /** Override from SceneManager to create SceneNodes as instance of BvHierarchySceneNode
51        */
52        virtual SceneNode* createSceneNode(const String& name);
53
54        /** Override from Scenemanager, employ kd-tree based culling or CHC
55        */
56        virtual void _findVisibleObjects(Camera *cam, bool onlyShadowCasters);
57
58        virtual bool setOption(const String& strKey, const void* pValue);
59        virtual bool getOption(const String& strKey, void* pDestValue);
60
61        bool getOptionValues(const String & key, StringVector &refValueList);
62        bool getOptionKeys(StringVector &refKeys);
63
64        /** Overide from scene manager to destroy BvHierarchy properly (before the scene graph is destroyed)
65        */
66        virtual void clearScene();
67
68        /************************************************************************/
69        /* Functions overridden from SceneManager for CHC                       */
70        /************************************************************************/
71
72        /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
73        */
74        Entity* createEntity(const String& entityName, const String& meshName);
75
76        /** Override from scene manager to set up culling manager
77        */
78        virtual void _updateSceneGraph(Camera* cam);
79
80        /** Override from SceneManager, employ normal rendering or CHC
81        */
82        virtual void _renderVisibleObjects();
83
84        /** Override pass so we can do the z-fail pass.
85        */
86        virtual const Pass* _setPass(const Pass* pass, bool evenIfSuppressed = false);
87
88        /** Render a queue group.
89        Override so we can handle delayed rendering of transparent objects
90        */
91        void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
92                QueuedRenderableCollection::OrganisationMode om);
93
94        /** Override from scene manager
95        */
96        void _renderQueueGroupObjects(RenderQueueGroup* pGroup,
97                QueuedRenderableCollection::OrganisationMode om);
98
99        /** Override from SceneManager so we can skip all but first pass for depth pass.
100        */
101        bool validatePassForRendering(Pass* pass);
102
103        /** Override from SceneManager because idontknow
104        */
105        void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup,
106                QueuedRenderableCollection::OrganisationMode om);
107        void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup,
108                QueuedRenderableCollection::OrganisationMode om);
109
110
111        /************************************************************************/
112        /* Functions which are specific to the BvHierarchy                           */
113        /************************************************************************/
114       
115        /** Update the BvHierarchy with the node (more or less disabled now)
116        */
117        virtual void _updateNode(BvHierarchySceneNode *node); // TODO:
118
119        /** Show or hide the bounding boxes of BvHierarchy nodes - obsolete, use options
120        */
121        virtual void setShowBoxes(bool showboxes);
122        /** Tell if show boxes is enabled - obsolete, use options
123        */
124        virtual bool getShowBoxes(void) const;
125
126        /** Recurses the BvHierarchy, adding any nodes intersecting with the
127        box/sphere/volume/ray into the given list.
128        It ignores the exclude scene node.
129        */
130        void findNodesIn( const AxisAlignedBox &box, std::list < SceneNode * > &list, SceneNode *exclude = 0 )
131        {
132                if (mBvHierarchy)
133                        mBvHierarchy->findNodesIn(box, list, exclude);
134        }
135        void findNodesIn( const Sphere &sphere, std::list < SceneNode * > &list, SceneNode *exclude = 0 )
136        {
137                if (mBvHierarchy)
138                        mBvHierarchy->findNodesIn(sphere, list, exclude);
139        }
140        void findNodesIn( const PlaneBoundedVolume &volume, std::list < SceneNode * > &list, SceneNode *exclude=0 )
141        {
142                if (mBvHierarchy)
143                        mBvHierarchy->findNodesIn(volume, list, exclude);
144        }
145        void findNodesIn( const Ray &ray, std::list < SceneNode * > &list, SceneNode *exclude=0 )
146        {
147                if (mBvHierarchy)
148                        mBvHierarchy->findNodesIn(ray, list, exclude);
149        }
150
151        /************************************************************************/
152        /* Functions for PVS                                                    */
153        /************************************************************************/
154        /** Loads view cells for this particular scene.
155        */
156        bool LoadViewCells(const String &filename);
157
158        /************************************************************************/
159        /* Functions for CHC                                                    */
160        /************************************************************************/
161
162        /** Render a list of scenenodes
163        */
164        //virtual void _renderNodes(const BvhRenderableList& nodelist, Camera * cam,
165        //      bool onlyShadowCasters, int leavePassesInQueue);
166        virtual void _renderNode(BvHierarchy::NodePtr node, Camera * cam,
167                bool onlyShadowCasters, int leavePassesInQueue);
168
169        /** Sets the visibility manager.
170        @param visManager the visibility manager
171        */
172        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
173        /** See set.
174        */
175        GtpVisibility::VisibilityManager *getVisibilityManager();
176
177        /** Returns pointer to visibility manager.
178        */
179        GtpVisibility::VisibilityManager *GetVisibilityManager();
180
181        /** Returns hierarchy interface.
182        */
183        BvHierarchyInterface *GetHierarchyInterface();
184
185protected:
186        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
187        */
188        void InitDepthPass();
189        /** Creates material for item buffer.
190        */
191        void InitItemBufferPass();
192        /** Fills render queue so that a visualization can be rendered.
193        */
194        void PrepareVisualization(Camera *cam);
195        /** Initialises necessary parameters for hierarchical visibility culling.
196        */
197        void InitVisibilityCulling(Camera *cam);
198
199        /** Writes out stats into the Ogre log file.
200        */
201        void WriteLog();
202
203        /************************************************************************/
204        /* Functions for PVS                                                    */
205        /************************************************************************/
206        /** Loads / unloads pvs of the view cell to set the visibility in the scene.
207        */
208        void applyViewCellPvs(GtpVisibilityPreprocessor::ViewCell *vc, const bool load);
209
210        /** updates pvs in current frame.
211        */
212        void updatePvs(Camera *cam);
213
214        /** Sets all objects invisible.
215        */
216        void SetObjectsVisible(const bool visible);
217
218        /************************************************************************/
219        /* CHC-specific options & members                                       */
220        /************************************************************************/
221        // pointer to the visibility manager
222        GtpVisibility::VisibilityManager *mVisibilityManager;
223
224        // the hierarchy interface for CHC
225        BvHierarchyInterface *mHierarchyInterface;
226
227        // if hierarchical culling is currently in use
228        bool mIsHierarchicalCulling;
229
230        // if a visualization of the hierarchical culling is shown
231        bool mShowVisualization;
232       
233        // if the culled nodes are indicated in the visualization
234        bool mVisualizeCulledNodes;
235
236        // consecutive number for sub-entities
237        int mCurrentEntityId;
238
239        // flag for passes which should not be deleted from queue during first traversal
240        int mLeavePassesInQueue;
241
242        // if symbols for the nodes are shown in the visualization
243        bool mRenderNodesForViz;
244        // if content of the nodes is shown in the visualization
245        bool mRenderNodesContentForViz;
246        /// render transparents after the hierarchical traversal
247        bool mDelayRenderTransparents;
248       
249        // if transparent object are considered for item buffer visibility
250        bool mRenderTransparentsForItemBuffer;
251        // Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
252        bool mExecuteVertexProgramForAllPasses;
253
254        // the depth pass (no lighting, just filling the depth buffer)
255        Pass *mDepthPass;
256        // use a depth pass (i.e., fill only the depth buffer in the first pass)
257        bool mUseDepthPass;
258        // flag indicating if we currently render the depth pass
259        bool mIsDepthPassPhase;
260        // if depth write should be enabled
261        bool mEnableDepthWrite;
262        // if transparents are skipped during rendering
263        bool mSkipTransparents;
264        // the item buffer pass (render items color-coded)
265        Pass *mItemBufferPass;
266        // if we use an item buffer for rendering (i.e., object ids as color codes
267        bool mUseItemBuffer;
268        // if we currently render the item buffer
269        bool mIsItemBufferPhase;
270        // delete or clear the renderqueue after each rame?
271        bool mDeleteQueueAfterRendering;
272
273        // remember visited scene nodes for viz
274        BvHierarchy::NodeList mVisibleNodes;
275
276
277        /************************************************************************/
278        /* Bvh specific options & members                                   */
279        /************************************************************************/
280
281
282        // maximum depth of the BvHierarchy
283        int mMaxDepth;
284
285        // the BvHierarchy which holds the scene
286        BvHierarchy *mBvHierarchy;
287
288        // if bounding boxes of BvHierarchy nodes are shown
289        bool mShowBoxes;
290        // bounding boxes of kd nodes will be highlighted on this level of the kd tree
291        int mHiLiteLevel;
292        // if all bounding boxes shall be displayed, not only the highlighted level
293        bool mShowAllBoxes;
294        // visualize BvHierarchy nodes or bounding boxes of objects in nodes
295        bool mShowNodes;
296
297        // vis mode
298        bool mEnhancedVisiblity;
299
300        // the method/algorithm used when rendering the scene
301        BvHierarchy::RenderMethod mRenderMethod;
302
303        // the method of building the tree
304        BvHierarchy::BuildMethod mBuildMethod;
305
306        /************************************************************************/
307        /* PVS specific options and members                                     */
308        /************************************************************************/
309
310        // The view cell manager
311        GtpVisibilityPreprocessor::ViewCellsManager *mViewCellsManager;
312
313        /// Used to assign Ogre meshes to view cell entries.
314        GtpVisibilityPreprocessor::ObjectContainer mObjects;
315
316        GtpVisibilityPreprocessor::ViewCell *mElementaryViewCell;
317        GtpVisibilityPreprocessor::ViewCell *mCurrentViewCell;
318
319        /// If view cells are loaded.
320        bool mViewCellsLoaded;
321
322        /// If view cells are used.
323        bool mUseViewCells;
324
325        /// if the view cells are filtered
326        bool mUseVisibilityFilter;
327};
328
329
330
331/// Factory for BvHierarchySceneManager
332class BvHierarchySceneManagerFactory: public SceneManagerFactory
333{
334protected:
335        void initMetaData(void) const;
336        GtpVisibility::VisibilityManager *visManager;
337public:
338        BvHierarchySceneManagerFactory(GtpVisibility::VisibilityManager * vm)
339        {
340                visManager = vm;
341        }
342        ~BvHierarchySceneManagerFactory(void) {};
343        /// Factory type name
344        static const String FACTORY_TYPE_NAME;
345        SceneManager* createInstance(const String& instanceName);
346        void destroyInstance(SceneManager* instance);
347};
348
349} // namespace Ogre
350
351#endif // _BvHierarchySceneManager_H__
Note: See TracBrowser for help on using the repository browser.