[59] | 1 | #ifndef _PlatformHierarchyInterface_H__
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| 2 | #define _PlatformHierarchyInterface_H__
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| 3 |
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| 4 | #include <OgreSceneManager.h>
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| 5 | #include <OgrePrerequisites.h>
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| 6 | #include <OgreCamera.h>
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| 7 | #include <OgreRenderSystem.h>
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[92] | 8 | #include "OgreSolidBoundingBox.h"
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[59] | 9 | #include "HierarchyInterface.h"
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[130] | 10 | #include "VisibilityInfo.h"
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[59] | 11 | #include "OgrePlatformOcclusionQuery.h"
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[2280] | 12 | #include "VisibilityMesh.h"
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[59] | 13 |
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[2280] | 14 |
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| 15 |
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[71] | 16 | /** This namespace contains the Ogre dependent classes.
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| 17 | */
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[59] | 18 | namespace Ogre {
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| 19 |
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| 20 | /** Class which implements a hierarchy interface for a specific type of hierarchy.
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| 21 | @remark also provides methods for using occlusion queries on the hierarchy nodes
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| 22 | */
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[938] | 23 | typedef std::vector<PlatformOcclusionQuery *> OcclusionQueryContainer;
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| 24 |
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[59] | 25 | class PlatformHierarchyInterface: public GtpVisibility::HierarchyInterface
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| 26 | {
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| 27 | public:
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| 28 | /** Construction taking the current scene manager and the current rendersystem as argument
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| 29 | @param sm current scene manager
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| 30 | @param rsys current render system
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| 31 | */
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| 32 | PlatformHierarchyInterface(SceneManager *sm, RenderSystem *rsys);
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| 33 | ~PlatformHierarchyInterface();
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| 34 |
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| 35 | /** Returns next available occlusion query or creates new one.
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| 36 | @return the next occlusion query
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| 37 | */
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| 38 | GtpVisibility::OcclusionQuery *GetNextOcclusionQuery();
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| 39 |
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[94] | 40 | /** Sets the current camera used for the rendering.
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[59] | 41 | @param cam the current camera
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| 42 | */
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| 43 | void SetCamera(Camera *cam);
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[94] | 44 | /** Sets the current camera used for culling.
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| 45 | @param cam the current camera
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| 46 | @remark the default is the camera used for rendering
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| 47 | */
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| 48 | void SetCullCamera(Camera *cullCam);
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[59] | 49 | /** Initialises this scene traverser for the current frame.
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[103] | 50 | @remark This is a convenience method which resets the stats,
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| 51 | sets the current camera, and initialises the distance queue.
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| 52 | @param cam the actual camera definding the view frustum
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| 53 | @param cullCam the camera used for culling.
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[155] | 54 | @remark If cullCam is null, the actual camera is used for both viewing and culling
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[59] | 55 | */
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[155] | 56 | void InitTraversal(Camera *cam, Camera *cullCam = NULL, int leavePassesInQueue = 0);
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[59] | 57 | /** Checks if the node is visible from the current view frustum.
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| 58 | @param node the current node
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| 59 | @param intersects returns true if the current node intersects the near plane
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| 60 | */
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| 61 | bool CheckFrustumVisible(GtpVisibility::HierarchyNode *node, bool &intersects);
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| 62 | /** Sets pointer to the current scene manager.
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| 63 | @param sm the scene manager
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| 64 | */
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| 65 | void SetSceneManager(SceneManager *sm);
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[103] | 66 | /** Sets pointer to the current render system .
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[59] | 67 | @param rsys the rendersystem
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| 68 | */
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| 69 | void SetRenderSystem(RenderSystem *rsys);
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| 70 | /** Returns pointer to bounding box of node.
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| 71 | @param node current hierarchy node
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| 72 | @returns bounding box of current node
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| 73 | */
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| 74 | virtual AxisAlignedBox *GetBoundingBox(GtpVisibility::HierarchyNode *node) = 0;
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| 75 | /** Issue a occlusion query for this node.
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| 76 | @param node the current hierarchy node
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[86] | 77 | @param wasVisible if the node was visible in the last frame
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[59] | 78 | @returns occlusion query for this node
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| 79 | */
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[175] | 80 | GtpVisibility::OcclusionQuery *IssueNodeOcclusionQuery(
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[86] | 81 | GtpVisibility::HierarchyNode *node, const bool wasVisible);
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[59] | 82 |
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[130] | 83 | /** Issue a occlusion query for this mesh.
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[175] | 84 | @param mesh the mesh for which an occlusion query is issued.
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| 85 | @returns occlusion query for this mesh.
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[130] | 86 | */
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[175] | 87 | GtpVisibility::OcclusionQuery *IssueMeshOcclusionQuery(GtpVisibility::Mesh *mesh);
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[130] | 88 |
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[103] | 89 | /** If true, the interface finds and renders only objects which are marked as shadow casters.
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| 90 | @remark This is important for the shadow texture pass
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| 91 | */
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| 92 | void SetOnlyShadowCasters(bool onlyShadowCasters);
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[130] | 93 | /** see set
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| 94 | */
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[111] | 95 | bool GetOnlyShadowCasters();
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[130] | 96 | /** see set
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| 97 | */
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[155] | 98 | bool GetTestGeometryForVisibleLeaves();
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[130] | 99 | /** see set
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| 100 | */
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| 101 | SceneManager *GetSceneManager();
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[103] | 102 |
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[130] | 103 | /** see set
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| 104 | */
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| 105 | RenderSystem *GetRenderSystem();
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| 106 |
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| 107 | /** true if bounding box query is currently active.
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| 108 | */
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[121] | 109 | bool IsBoundingBoxQuery();
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| 110 |
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[175] | 111 | GtpVisibility::OcclusionQuery *IssuePatchOcclusionQuery(GtpVisibility::Patch *patch);
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[156] | 112 |
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[187] | 113 | /** Deletes all occlusion queries.
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| 114 | */
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[897] | 115 | void ResetQueries();
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[187] | 116 |
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[2280] | 117 | /** Returns the geometry of a given hierarchy node.
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| 118 | @param node the hierarchy node containing the geometry
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| 119 | @param geometryList geometry is returned in this list
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| 120 | @param includeChildren if the geometry of the children should be taken into account
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| 121 | */
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| 122 | virtual void GetNodeGeometryList(GtpVisibility::HierarchyNode *node,
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| 123 | GeometryVector *geometryList,
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| 124 | bool includeChildren) = 0;
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| 125 |
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[59] | 126 | protected:
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[175] | 127 | /** Renders the given geometry
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[130] | 128 | */
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| 129 | void RenderGeometry(GtpVisibility::Mesh *geom);
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[175] | 130 |
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| 131 | /** Renders the given patch
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[174] | 132 | */
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| 133 | void RenderPatch(GtpVisibility::Patch *patch);
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| 134 |
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[130] | 135 | /** Materials for visualizing frustum and query culled nodes.
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[103] | 136 | */
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[130] | 137 | void CreateNodeVizMaterials();
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[103] | 138 |
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[130] | 139 | /** Returns pointer to current renderable bounding box geometry.
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[92] | 140 | */
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| 141 | SolidBoundingBox *GetSolidBoundingBox();
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[59] | 142 |
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[130] | 143 | /** A pass that prepares an occlusion query.
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| 144 | @remark disables depth write, colour write, lighting,
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[156] | 145 | vertex and fragment program.*/
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[130] | 146 | //void SetOcclusionPass();
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| 147 |
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[156] | 148 | /** Renders given bounding box.
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| 149 | @param box the bounding box of the scene node to be rendered
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| 150 | */
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| 151 | void RenderBoundingBox(AxisAlignedBox *box);
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[103] | 152 |
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[130] | 153 | /** Renderable of an aabb.
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[103] | 154 | */
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[92] | 155 | SolidBoundingBox *mSolidBoundingBox;
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[59] | 156 |
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| 157 | SceneManager *mSceneManager;
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| 158 | RenderSystem *mRenderSystem;
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| 159 |
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| 160 | Camera *mCamera;
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[94] | 161 | Camera *mCullCamera;
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| 162 |
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[59] | 163 | AxisAlignedBox mBox;
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[85] | 164 |
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[938] | 165 | OcclusionQueryContainer mOcclusionQueries;
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[103] | 166 |
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[726] | 167 | Vector3 mCameraPosition;
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[103] | 168 | bool mOnlyShadowCasters;
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[139] | 169 | int mLeavePassesInQueue;
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[121] | 170 | bool mIsBoundingBoxQuery;
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[59] | 171 | };
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| 172 |
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| 173 | } // namespace Ogre
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| 174 |
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| 175 | #endif // PlatformHierarchyInterface_H |
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