[675] | 1 | #ifndef _OcclusionCullingSceneManager_H__
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| 2 | #define _OcclusionCullingSceneManager_H__
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| 3 |
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| 4 | #include <OgreSceneNode.h>
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| 5 | #include <OgreTerrainSceneManager.h>
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| 6 | #include <OgreOctreeNode.h>
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| 7 | #include <OgreOctreeCamera.h>
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| 8 | #include <OgrePrerequisites.h>
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| 9 |
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| 10 | #include "OgreOctreeHierarchyInterface.h"
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| 11 | #include "OgrePlatformQueryManager.h"
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| 12 | #include "VisibilityManager.h"
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[828] | 13 | #include "ViewCellsManager.h"
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[675] | 14 |
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[863] | 15 | //class GtpVisibilityPreprocessor::ViewCellsManager;
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[675] | 16 |
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[863] | 17 |
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[675] | 18 | namespace Ogre {
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| 19 |
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| 20 | /**
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| 21 | This class extends the terrain scene manager,
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| 22 | using occlusion queries for visibility culling.
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| 23 | */
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| 24 | class __declspec(dllexport) OcclusionCullingSceneManager: public TerrainSceneManager
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| 25 | {
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| 26 | public:
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| 27 | OcclusionCullingSceneManager(GtpVisibility::VisibilityManager *visManager);
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| 28 | ~OcclusionCullingSceneManager();
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| 29 |
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| 30 | void _renderVisibleObjects();
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| 31 | void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
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| 32 | void _updateSceneGraph(Camera* cam);
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| 33 |
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| 34 | /** Sets the given option for the SceneManager
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| 35 | @remarks Options are: "Algorithm", int *;
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| 36 | */
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| 37 |
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| 38 | virtual bool setOption(const String &, const void *);
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| 39 | /** Gets the given option for the Scene VisibilityManager.
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| 40 | @remarks
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| 41 | See setOption
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| 42 | */
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| 43 | virtual bool getOption(const String &, void *);
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| 44 |
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| 45 | bool getOptionValues(const String & key, StringVector &refValueList);
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| 46 | bool getOptionKeys(StringVector &refKeys);
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| 47 |
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| 48 | /** Sets the visibility manager.
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| 49 | @param visManager the visibility manager
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| 50 | */
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| 51 | void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
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| 52 | /** See set.
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| 53 | */
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| 54 | GtpVisibility::VisibilityManager *getVisibilityManager();
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| 55 |
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| 56 | /** Render a set of objects, see renderSingleObject for param definitions
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| 57 | Override so we can handle delayed rendering of transparent objects
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| 58 | */
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| 59 | virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
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| 60 | bool doLightIteration, const LightList* manualLightList = 0);
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| 61 |
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| 62 | /** Writes out stats into the Ogre log file.
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| 63 | */
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| 64 | void WriteLog();
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| 65 |
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| 66 | /** Override pass so we can do the z-fail pass.
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| 67 | */
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| 68 | Pass* setPass(Pass* pass);
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| 69 |
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| 70 | /** Override from SceneManager so we can skip all but first pass for depth pass.
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| 71 | */
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| 72 | bool validatePassForRendering(Pass* pass);
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| 73 |
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| 74 | void RenderItemBuffer(RenderPriorityGroup* pGroup);
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| 75 | void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
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| 76 | void renderQueueGroupObjects(RenderQueueGroup* pGroup);
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| 77 |
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| 78 | /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
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| 79 | */
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| 80 | Entity* createEntity(const String& entityName, const String& meshName);
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| 81 |
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| 82 | /** Returns pointer to visibility manager.
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| 83 | */
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| 84 | GtpVisibility::VisibilityManager *GetVisibilityManager();
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| 85 |
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| 86 | /** Returns hierarchy interface.
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| 87 | */
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| 88 | OctreeHierarchyInterface *GetHierarchyInterface();
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| 89 |
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| 90 | /** Inherited from scene manager. Neccesary to draw terrain properly.
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| 91 | */
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| 92 | void endFrame();
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| 93 |
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| 94 | void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
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| 95 | void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
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| 96 |
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| 97 | /** Override standard function so octree boxes are always of equal side length.
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| 98 | This has advantages for CHC, because terrain tiles are in different octree nodes
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| 99 | and can be culled.
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| 100 | */
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| 101 | void setWorldGeometry( const String& filename );
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| 102 |
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[828] | 103 | /** Loads view cells for this particular scene.
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| 104 | */
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| 105 | void LoadViewCells(std::string filename);
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| 106 |
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[675] | 107 | protected:
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| 108 |
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| 109 | /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
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| 110 | */
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| 111 | void InitDepthPass();
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| 112 | /** Creates material for item buffer.
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| 113 | */
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| 114 | void InitItemBufferPass();
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| 115 | /** Fills render queue so that a visualization can be rendered.
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| 116 | */
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| 117 | void PrepareVisualization(Camera *cam);
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| 118 | /** Initialises necessary parameters for hierarchical visibility culling.
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| 119 | */
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| 120 | void InitVisibilityCulling(Camera *cam);
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| 121 |
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[863] | 122 | /** Finds object corresponding to this bounding box in the scene.
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| 123 | */
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| 124 | MovableObject *FindCorrespondingObject(const AxisAlignedBox &box);
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| 125 |
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| 126 | /** Identifies objects in the scene and gives them unique ids that
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| 127 | correspond to preprocessor ids.
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| 128 | */
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| 129 | void IdentifyObjects(GtpVisibilityPreprocessor::ObjectContainer &objects);
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| 130 |
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[675] | 131 | /// the interface to the scene hierarchy.
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| 132 | OctreeHierarchyInterface *mHierarchyInterface;
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| 133 | /// manages all visibility options
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| 134 | GtpVisibility::VisibilityManager *mVisibilityManager;
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| 135 |
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| 136 | /// if a visualization of the hierarchical culling is shown
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| 137 | bool mShowVisualization;
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| 138 |
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| 139 | /// if the culled nodes are indicated in the visualization
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| 140 | bool mVisualizeCulledNodes;
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| 141 |
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| 142 | /// if symbols for the nodes are shown in the visualization
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| 143 | bool mRenderNodesForViz;
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| 144 | /// if content of the nodes is shown in the visualization
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| 145 | bool mRenderNodesContentForViz;
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| 146 |
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| 147 | /// if we render transparents after the hierarchical traversal
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| 148 | bool mDelayRenderTransparents;
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| 149 |
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| 150 | /// if we use a depth pass (i.e., fill only the depth buffer in the first pass)
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| 151 | bool mUseDepthPass;
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| 152 | /// if we currently rendering the depth pass
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| 153 | bool mIsDepthPassPhase;
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| 154 |
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| 155 | /// if we use an item buffer for rendering (i.e., object ids as color codes
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| 156 | bool mUseItemBuffer;
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| 157 | /// if we currently render the item buffer
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| 158 | bool mIsItemBufferPhase;
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| 159 |
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| 160 | /// if depth write should be enabled
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| 161 | bool mEnableDepthWrite;
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| 162 | /// if transparents are skipped during rendering
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| 163 | bool mSkipTransparents;
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| 164 |
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| 165 | /// the depth pass (no lighting, just filling the depth buffer)
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| 166 | Pass *mDepthPass;
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| 167 | Pass *mItemBufferPass;
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| 168 |
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| 169 | int mCurrentEntityId;
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| 170 | /// flag for passes which should not be deleted from queue during first traversal
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| 171 | int mLeavePassesInQueue;
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| 172 |
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| 173 | /// if transparent object are considered for item buffer visibility
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| 174 | bool mRenderTransparentsForItemBuffer;
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| 175 | /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
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| 176 | bool mExecuteVertexProgramForAllPasses;
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[863] | 177 | /// if hierarchical culling is currently in use
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[675] | 178 | bool mIsHierarchicalCulling;
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[828] | 179 |
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[863] | 180 | GtpVisibilityPreprocessor::ViewCellsManager *mViewCellsManager;
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[675] | 181 | };
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| 182 |
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| 183 | } // namespace Ogre
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| 184 |
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| 185 | #endif // CullingTerrainSceneManager_H |
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