source: GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreVisibilityOctreeSceneManager.h @ 863

Revision 863, 5.0 KB checked in by mattausch, 18 years ago (diff)

working on preprocessor integration
added iv stuff

RevLine 
[59]1#ifndef _VisibilityOctreeSceneManager_H__
2#define _VisibilityOctreeSceneManager_H__
3
4#include <OgreSceneNode.h>
5#include <OgreOctreeSceneManager.h>
6#include <OgreOctreeNode.h>
7#include <OgreOctreeCamera.h>
8#include <OgrePrerequisites.h>
9
10#include "OgreOctreeHierarchyInterface.h"
11#include "VisibilityManager.h"
12
[828]13
[59]14namespace Ogre {
15
16/**
17        This class extends the octree scene manager, using
18        occlusion queries for visibility culling.
19*/
[159]20class __declspec(dllexport) VisibilityOctreeSceneManager: public OctreeSceneManager
[59]21{
22public:
23        VisibilityOctreeSceneManager(GtpVisibility::VisibilityManager *visManager);
24        ~VisibilityOctreeSceneManager();
25
26        void _renderVisibleObjects();
27        void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
28        void _updateSceneGraph(Camera* cam );
29
30        /** Sets the given option for the SceneManager
[118]31                @remarks Options are: "Algorithm", int *;                       
[59]32        */
[118]33       
[59]34        virtual bool setOption(const String &, const void *);
35        /** Gets the given option for the Scene VisibilityManager.
36            @remarks
37                See setOption
38        */
39        virtual bool getOption(const String &, void *);
40
41        bool getOptionValues(const String & key, StringVector &refValueList);
42        bool getOptionKeys(StringVector &refKeys);
43
44        /** Sets the visibility manager.
45                @param visManager the visibility manager
46        */
47        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
48        /** See set.
49        */
[118]50        GtpVisibility::VisibilityManager *getVisibilityManager();
[115]51       
[114]52        /** Render a set of objects, see renderSingleObject for param definitions
53                Override so we can handle delayed rendering of transparent objects
54        */
55        virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
56            bool doLightIteration, const LightList* manualLightList = 0);
[118]57
58        /** Writes out stats into the Ogre log file.
59        */
60        void WriteLog();
61
[159]62        /** Override pass so we can do the z-fail pass.
63        */
[118]64        Pass* setPass(Pass* pass);
65
[159]66        /** Override from SceneManager so we can skip all but first pass for depth pass.
67        */
68        bool validatePassForRendering(Pass* pass);
69
70        void RenderItemBuffer(RenderPriorityGroup* pGroup);
71        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
72        void renderQueueGroupObjects(RenderQueueGroup* pGroup);
73
74        /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
75        */
76        //Entity* createEntity(const String& entityName, const String& meshName);
77
78        /** Returns pointer to visibility manager.
79        */
80        GtpVisibility::VisibilityManager *GetVisibilityManager();
81
82        /** Returns hierarchy interface.
83        */
84        OctreeHierarchyInterface *GetHierarchyInterface();
85
[187]86        void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
87        void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
[159]88
[254]89        void loadVisibilityConfig(const String& filename);
90
[59]91protected:
[159]92       
93        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
94        */
[119]95        void InitDepthPass();
[159]96        /** Creates material for item buffer.
97        */
98        void InitItemBufferPass();
99        /** Fills render queue so that a visualization can be rendered.
100        */
101        void PrepareVisualization(Camera *cam);
102        /** Initialises necessary parameters for hierarchical visibility culling.
103        */
104        void InitVisibilityCulling(Camera *cam);
[130]105       
[863]106
107
[159]108        /// the interface to the scene hierarchy.
[59]109        OctreeHierarchyInterface *mHierarchyInterface;
[159]110        /// manages all visibility options
[59]111        GtpVisibility::VisibilityManager *mVisibilityManager;
[100]112       
[159]113        /// if a visualization of the hierarchical culling is shown
[100]114        bool mShowVisualization;
[159]115
116        /// if the culled nodes are indicated in the visualization
[112]117        bool mVisualizeCulledNodes;
[113]118
[159]119        /// if symbols for the nodes are shown in the visualization
[114]120        bool mRenderNodesForViz;
[159]121        /// if content of the nodes is shown in the visualization
[114]122        bool mRenderNodesContentForViz;
[159]123
124        /// render transparents after the hierarchical traversal
[115]125        bool mDelayRenderTransparents;
[159]126
127        /// use a depth pass (i.e., fill only the depth buffer in the first pass)
[115]128        bool mUseDepthPass;
[159]129        /// flag indicating if we currently render the depth pass
[254]130        bool mIsDepthPassPhase;
[115]131
[159]132        /// if we use an item buffer for rendering (i.e., object ids as color codes
133        bool mUseItemBuffer;
134        /// if we currently render the item buffer
[254]135        bool mIsItemBufferPhase;
[159]136
137        /// if depth write should be enabled
138        bool mEnableDepthWrite;
139        /// if transparents are skipped during rendering
140        bool mSkipTransparents;
141
142        /// the depth pass (no lighting, just filling the depth buffer)
[115]143        Pass *mDepthPass;
[159]144        Pass *mItemBufferPass;
145
146        int mCurrentEntityId;
147        /// flag for passes which should not be deleted from queue during first traversal
148        int mLeavePassesInQueue;
[202]149       
[159]150
151        /// if transparent object are considered for item buffer visibility
152        bool mRenderTransparentsForItemBuffer;
153        /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
154        bool mExecuteVertexProgramForAllPasses;
[187]155
156        bool mIsHierarchicalCulling;
[59]157};
158
159} // namespace Ogre
160
161#endif // VisibilityOctreeSceneManager_H
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