source: GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgrePlatformHierarchyInterface.h @ 726

Revision 726, 5.0 KB checked in by mattausch, 19 years ago (diff)

improved performance of TerrainSceneManager?
revisit octreescenemanager

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