source: GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreOcclusionCullingSceneManager.h @ 2184

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1#ifndef _OcclusionCullingSceneManager_H__
2#define _OcclusionCullingSceneManager_H__
3
4#include <OgreSceneNode.h>
5#include <OgreTerrainSceneManager.h>
6#include <OgreOctreeNode.h>
7#include <OgreOctreeCamera.h>
8#include <OgrePrerequisites.h>
9#include <OgreMovableObject.h>
10#include "OgreOctreeHierarchyInterface.h"
11#include "OgrePlatformQueryManager.h"
12#include "VisibilityManager.h"
13#include "Containers.h"
14#include "ViewCellsManager.h"
15#include "VisibilityInfo.h"
16
17
18namespace GtpVisibilityPreprocessor {
19class Intersectable;
20}
21
22class ObjReader;
23
24
25namespace Ogre {
26
27
28/**
29        This class extends the terrain scene manager,
30        using occlusion queries for visibility culling.
31*/
32class __declspec(dllexport) OcclusionCullingSceneManager: public TerrainSceneManager
33{
34public:
35        OcclusionCullingSceneManager(const String& name,
36                                                                 GtpVisibility::VisibilityManager *visManager);
37        ~OcclusionCullingSceneManager();
38
39        void _renderVisibleObjects();
40        void myFindVisibleObjects(Camera* cam, bool onlyShadowCasters);
41        void _updateSceneGraph(Camera* cam);
42
43        /** Sets the given option for the SceneManager
44                @remarks Options are: "Algorithm", int *;                       
45        */
46       
47        virtual bool setOption(const String &, const void *);
48        /** Gets the given option for the Scene VisibilityManager.
49            @remarks
50                See setOption
51        */
52        virtual bool getOption(const String &, void *);
53
54        bool getOptionValues(const String & key, StringVector &refValueList);
55        bool getOptionKeys(StringVector &refKeys);
56
57        /** Sets the visibility manager.
58                @param visManager the visibility manager
59        */
60        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
61        /** See set.
62        */
63        GtpVisibility::VisibilityManager *getVisibilityManager();
64
65        /** Render a queue group.
66                Override so we can handle delayed rendering of transparent objects
67        */
68        void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
69                                                                          QueuedRenderableCollection::OrganisationMode om);
70
71        /** Writes out stats into the Ogre log file.
72        */
73        void WriteLog();
74
75        /** Override pass so we can do the z-fail pass.
76        */
77        virtual const Pass* _setPass(const Pass* pass, bool evenIfSuppressed = false);
78
79        /** Override from SceneManager so we can skip all but first pass for depth pass.
80        */
81        bool validatePassForRendering(Pass* pass);
82
83#ifdef ITEM_BUFFER
84        void RenderItemBuffer(RenderPriorityGroup* pGroup);
85        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
86#endif // ITEM_BUFFER
87
88        void _renderQueueGroupObjects(RenderQueueGroup* pGroup,
89                                                                  QueuedRenderableCollection::OrganisationMode om);
90
91        /** Override from SceneManager so that sub entities can be assigned
92                an id for item buffer.
93        */
94        Entity* createEntity(const String& entityName, const String& meshName);
95
96        /** Returns pointer to visibility manager.
97        */
98        GtpVisibility::VisibilityManager *GetVisibilityManager();
99
100        /** Returns hierarchy interface.
101        */
102        OctreeHierarchyInterface *GetHierarchyInterface();
103
104        /** Inherited from scene manager. Neccesary to draw terrain properly.
105        */
106        void endFrame();
107
108        void renderAdditiveStencilShadowedQueueGroupObjects(
109                                RenderQueueGroup* pGroup,
110                                QueuedRenderableCollection::OrganisationMode om);
111        void renderModulativeStencilShadowedQueueGroupObjects(
112                                RenderQueueGroup* pGroup,
113                                QueuedRenderableCollection::OrganisationMode om);
114       
115        /** Override standard function so octree boxes are always of equal side length.
116                This has advantages for CHC, because terrain tiles are in different octree nodes
117                and can be culled.
118                msz: Modified to reflect changes in Ogre::TerrainSceneManager
119        */
120#if 1
121        virtual void setWorldGeometry(DataStreamPtr& stream, const String& typeName);
122#endif
123       
124        /** Loads view cells for this particular scene.
125        */
126        bool LoadViewCells(const String &filename);
127
128        void RenderDepthForQuery(Camera* camera, Viewport* vp);
129
130        void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
131
132protected:
133       
134        void MailPvsObjects();
135        void RenderPvsEntry(GtpVisibilityPreprocessor::Intersectable *obj);
136        void SetObjectVisible(GtpVisibilityPreprocessor::Intersectable *entry,
137                                                  const bool visible);
138
139        void ShowViewCellsGeometry();
140
141        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
142        */
143        void InitDepthPass();
144        /** Creates material for item buffer.
145        */
146        void InitItemBufferPass();
147        /** Fills render queue so that a visualization can be rendered.
148        */
149        void PrepareVisualization(Camera *cam);
150        /** Initialises necessary parameters for hierarchical visibility culling.
151        */
152        void InitVisibilityCulling(Camera *cam);
153        /** Loads / unloads pvs of the view cell to set the visibility in the scene.
154        */
155        void ApplyViewCellPvs(GtpVisibilityPreprocessor::ViewCell *vc, const bool load);
156
157        /** updates pvs in current frame.
158        */
159        void UpdatePvs(Camera *cam);
160
161        /** Sets all objects invisible.
162        */
163        void SetObjectsVisible(const bool visible);
164
165        /** Creates view cells geometry from the loaded view cells.
166        */
167        void CreateViewCellsGeometry();
168        void VisualizeViewCells(const bool visualize);
169
170        /** Load an iv scene.
171        */
172        bool LoadSceneIV(const String &filename,
173                                         SceneNode *root,
174                                         const int index);
175
176        /** Load obj scene.
177        */
178        bool LoadSceneObj(const String &filename,
179                                          const String &viewCellsFile,
180                                          SceneNode *root);
181
182        /** Load a scene.
183        */
184        bool LoadScene(const String &filename,
185                                   const String &viewCellsFilename);
186
187        void loadConfig(DataStreamPtr& stream);
188
189        void RenderDepthPass(const bool fillRenderQueue = true);
190
191        void _renderScene(Camera* camera, Viewport* vp, bool includeOverlays);
192
193        int FindExactVisibleObjects(Camera *camera,
194                                                                Viewport* vp,
195                                                                const bool fromPoint,
196                                                                const bool nodeVisibility);     
197
198        void AddVisibleMeshGeometryToQueue(const GtpVisibility::MeshInfoContainer &visibleGeometry, Camera *cam);
199        void AddVisibleNodeGeometryToQueue(const GtpVisibility::NodeInfoContainer &visibleNodes, Camera *cam);
200
201        //////////////////////////////////////////
202
203        /// the interface to the scene hierarchy.
204        OctreeHierarchyInterface *mHierarchyInterface;
205
206        /// manages all visibility options
207        GtpVisibility::VisibilityManager *mVisibilityManager;
208
209        /// if a visualization of the hierarchical culling is shown
210        bool mShowVisualization;
211
212        /// if the culled nodes are indicated in the visualization
213        bool mVisualizeCulledNodes;
214
215        /// if symbols for the nodes are shown in the visualization
216        bool mRenderNodesForViz;
217        /// if content of the nodes is shown in the visualization
218        bool mRenderNodesContentForViz;
219
220        /// render transparents after the hierarchical traversal
221        bool mDelayRenderTransparents;
222
223        /// use a depth pass (i.e., fill only the depth buffer in the first pass)
224        bool mUseDepthPass;
225        /// flag indicating if we currently render the depth pass
226        bool mIsDepthPassPhase;
227       
228        /// if we use an item buffer for rendering (i.e., object ids as color codes
229        bool mUseItemBuffer;
230        /// if we currently render the item buffer
231        bool mIsItemBufferPhase;
232
233        /// if depth write should be enabled
234        bool mEnableDepthWrite;
235        /// if transparents are skipped during rendering
236        bool mSkipTransparents;
237
238        /// the depth pass (no lighting, just filling the depth buffer)
239        Pass *mDepthPass;
240        /// the pass for item buffer setting a color id
241        Pass *mItemBufferPass;
242
243        /// flag for passes which should not be deleted from queue during first traversal
244        int mLeavePassesInQueue;
245
246        /// if transparent object are considered for item buffer visibility
247        bool mRenderTransparentsForItemBuffer;
248        /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
249        bool mExecuteVertexProgramForAllPasses;
250
251        /// if hierarchical culling is currently in use
252        bool mIsHierarchicalCulling;
253
254        /// do we use preprocessed visibility
255        bool mViewCellsLoaded;
256
257        /// the view cells manager handling the preprocesor stuff
258        GtpVisibilityPreprocessor::ViewCellsManager *mViewCellsManager;
259
260
261        /// Used to assign Ogre meshes to view cell entries.
262        GtpVisibilityPreprocessor::ObjectContainer mObjects;
263
264        GtpVisibilityPreprocessor::ViewCell *mElementaryViewCell;
265        GtpVisibilityPreprocessor::ViewCell *mCurrentViewCell;
266
267        /// If view cells are used.
268        bool mUseViewCells;
269
270        /// if view cells visualization should be shown
271        bool mShowViewCells;
272
273        /// if the view cells are filtered
274        bool mUseVisibilityFilter;
275
276        bool mDeleteQueueAfterRendering;
277
278        // normal terrain rendering
279        bool mNormalExecution;
280
281        // helper variable to provide sequential numbering for sub-entities
282        int mCurrentEntityId;
283
284        typedef map<int, MovableObject *> MovableMap;
285
286        /// hash table for view cells geometry
287    MovableMap mViewCellsGeometry;
288
289        bool mViewCellsGeometryLoaded;
290
291        string mViewCellsFilename;
292        string mFilename;
293
294        bool mShowTerrain;
295
296        int mFlushRate;
297        int mCurrentFrame;
298
299        ObjReader *mObjReader;
300
301        Camera *mDummyCamera;
302};
303
304
305/** Factory for VisibilityOctreeSceneManager.
306*/
307class OcclusionCullingSceneManagerFactory : public SceneManagerFactory
308{
309protected:
310        typedef std::vector<TerrainPageSource*> TerrainPageSources;
311        TerrainPageSources mTerrainPageSources;
312        void initMetaData(void) const;
313        GtpVisibility::VisibilityManager *visManager;
314public:
315        OcclusionCullingSceneManagerFactory(GtpVisibility::VisibilityManager *vm)
316        {
317                visManager = vm;
318        }
319
320        /// Factory type name
321        static const String FACTORY_TYPE_NAME;
322        SceneManager* createInstance(const String& instanceName);
323        void destroyInstance(SceneManager* instance);
324};
325
326} // namespace Ogre
327
328#endif // OcclusionCullingSceneManager_H
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