[59] | 1 | #ifndef _VisibilityTerrainSceneManager_H__
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| 2 | #define _VisibilityTerrainSceneManager_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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[130] | 11 | #include "OgrePlatformQueryManager.h"
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[59] | 12 | #include "VisibilityManager.h"
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| 13 |
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[865] | 14 |
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[59] | 15 | namespace Ogre {
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| 16 |
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| 17 | /**
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| 18 | This class extends the terrain scene manager,
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| 19 | using occlusion queries for visibility culling.
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| 20 | */
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[130] | 21 | class __declspec(dllexport) VisibilityTerrainSceneManager: public TerrainSceneManager
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[59] | 22 | {
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| 23 | public:
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[897] | 24 | VisibilityTerrainSceneManager(const String& name, GtpVisibility::VisibilityManager *visManager);
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[59] | 25 | ~VisibilityTerrainSceneManager();
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| 26 |
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[118] | 27 | void _renderVisibleObjects();
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[59] | 28 | void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
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| 29 | void _updateSceneGraph(Camera* cam);
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| 30 |
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| 31 | /** Sets the given option for the SceneManager
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[103] | 32 | @remarks Options are: "Algorithm", int *;
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[59] | 33 | */
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| 34 |
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[164] | 35 | virtual bool setOption(const String &, const void *);
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[59] | 36 | /** Gets the given option for the Scene VisibilityManager.
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| 37 | @remarks
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| 38 | See setOption
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| 39 | */
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[164] | 40 | virtual bool getOption(const String &, void *);
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[59] | 41 |
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[164] | 42 | bool getOptionValues(const String & key, StringVector &refValueList);
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| 43 | bool getOptionKeys(StringVector &refKeys);
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[59] | 44 |
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[118] | 45 | /** Sets the visibility manager.
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[59] | 46 | @param visManager the visibility manager
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| 47 | */
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| 48 | void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
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[118] | 49 | /** See set.
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[59] | 50 | */
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| 51 | GtpVisibility::VisibilityManager *getVisibilityManager();
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[113] | 52 |
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[925] | 53 | /** Render a queue group.
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[114] | 54 | Override so we can handle delayed rendering of transparent objects
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| 55 | */
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[925] | 56 | void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
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| 57 | QueuedRenderableCollection::OrganisationMode om);
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[865] | 58 |
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[115] | 59 | /** Writes out stats into the Ogre log file.
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[103] | 60 | */
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| 61 | void WriteLog();
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| 62 |
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[897] | 63 | /** We override this because we want to include the z-fail pass.
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[121] | 64 | */
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[897] | 65 | const Pass* _setPass(Pass* pass);
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[121] | 66 | /** Override from SceneManager so we can skip all but first pass for depth pass.
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| 67 | */
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| 68 | bool validatePassForRendering(Pass* pass);
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[726] | 69 | /** This function renders renderables using false color ids.
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| 70 | */
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[897] | 71 | #ifdef ITEM_BUFFER
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[122] | 72 | void RenderItemBuffer(RenderPriorityGroup* pGroup);
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[726] | 73 | /** Renders a single object using false color id.
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| 74 | */
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[129] | 75 | void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
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[726] | 76 | /** Overritten from scene manager to include the false color id rendering of the
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| 77 | scene objects.
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| 78 | */
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[897] | 79 | #endif // ITEM_BUFFER
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| 80 | void _renderQueueGroupObjects(RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om);
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[122] | 81 |
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[133] | 82 | /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
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| 83 | */
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[164] | 84 | Entity* createEntity(const String& entityName, const String& meshName);
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[122] | 85 |
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[133] | 86 | /** Returns pointer to visibility manager.
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| 87 | */
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[130] | 88 | GtpVisibility::VisibilityManager *GetVisibilityManager();
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| 89 |
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[153] | 90 | /** Returns hierarchy interface.
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| 91 | */
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| 92 | OctreeHierarchyInterface *GetHierarchyInterface();
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| 93 |
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[164] | 94 | /** Inherited from scene manager. Neccesary to draw terrain properly.
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| 95 | */
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[159] | 96 | void endFrame();
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| 97 |
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[726] | 98 | /** Override this because we must handle shadows differently.
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| 99 | */
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[897] | 100 | void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup,
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| 101 | QueuedRenderableCollection::OrganisationMode om);
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[726] | 102 | /** Override this because we must handle shadows differently.
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| 103 | */
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[897] | 104 | void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup,
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| 105 | QueuedRenderableCollection::OrganisationMode om);
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| 106 | /// @copydoc SceneManager::getTypeName
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| 107 | const String& getTypeName(void) const;
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| 108 | static const String FACTORY_TYPE_NAME;
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[159] | 109 |
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[897] | 110 | void setWorldGeometry( DataStreamPtr& stream, const String& typeName );
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[868] | 111 |
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[115] | 112 | protected:
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[122] | 113 |
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[133] | 114 | /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
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| 115 | */
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[119] | 116 | void InitDepthPass();
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[133] | 117 | /** Creates material for item buffer.
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| 118 | */
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[122] | 119 | void InitItemBufferPass();
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[133] | 120 | /** Fills render queue so that a visualization can be rendered.
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| 121 | */
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[139] | 122 | void PrepareVisualization(Camera *cam);
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[158] | 123 | /** Initialises necessary parameters for hierarchical visibility culling.
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| 124 | */
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[139] | 125 | void InitVisibilityCulling(Camera *cam);
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[122] | 126 |
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[865] | 127 |
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| 128 |
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[158] | 129 | /// the interface to the scene hierarchy.
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[59] | 130 | OctreeHierarchyInterface *mHierarchyInterface;
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[158] | 131 | /// manages all visibility options
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[59] | 132 | GtpVisibility::VisibilityManager *mVisibilityManager;
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[99] | 133 |
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[158] | 134 | /// if a visualization of the hierarchical culling is shown
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[99] | 135 | bool mShowVisualization;
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[158] | 136 |
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| 137 | /// if the culled nodes are indicated in the visualization
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[114] | 138 | bool mVisualizeCulledNodes;
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| 139 |
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[158] | 140 | /// if symbols for the nodes are shown in the visualization
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[103] | 141 | bool mRenderNodesForViz;
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[158] | 142 | /// if content of the nodes is shown in the visualization
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[113] | 143 | bool mRenderNodesContentForViz;
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[158] | 144 |
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| 145 | /// if we render transparents after the hierarchical traversal
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[115] | 146 | bool mDelayRenderTransparents;
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[158] | 147 |
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| 148 | /// if we use a depth pass (i.e., fill only the depth buffer in the first pass)
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[115] | 149 | bool mUseDepthPass;
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[254] | 150 | /// if we currently rendering the depth pass
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| 151 | bool mIsDepthPassPhase;
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[158] | 152 |
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| 153 | /// if we use an item buffer for rendering (i.e., object ids as color codes
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| 154 | bool mUseItemBuffer;
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| 155 | /// if we currently render the item buffer
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[254] | 156 | bool mIsItemBufferPhase;
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[158] | 157 |
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| 158 | /// if depth write should be enabled
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[133] | 159 | bool mEnableDepthWrite;
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[158] | 160 | /// if transparents are skipped during rendering
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[139] | 161 | bool mSkipTransparents;
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[115] | 162 |
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[158] | 163 | /// the depth pass (no lighting, just filling the depth buffer)
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[115] | 164 | Pass *mDepthPass;
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[122] | 165 | Pass *mItemBufferPass;
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| 166 |
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| 167 | int mCurrentEntityId;
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[158] | 168 | /// flag for passes which should not be deleted from queue during first traversal
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[139] | 169 | int mLeavePassesInQueue;
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[159] | 170 |
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[865] | 171 |
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[159] | 172 | /// if transparent object are considered for item buffer visibility
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| 173 | bool mRenderTransparentsForItemBuffer;
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| 174 | /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
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| 175 | bool mExecuteVertexProgramForAllPasses;
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[202] | 176 |
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| 177 | bool mIsHierarchicalCulling;
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[726] | 178 |
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| 179 | std::ofstream mDummyLog;
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[59] | 180 | };
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| 181 |
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[897] | 182 | /// Factory for VisibilityTerrainSceneManager
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| 183 | class VisibilityTerrainSceneManagerFactory : public SceneManagerFactory
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| 184 | {
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| 185 | protected:
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| 186 | typedef std::vector<TerrainPageSource*> TerrainPageSources;
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| 187 | TerrainPageSources mTerrainPageSources;
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| 188 | void initMetaData(void) const;
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| 189 | GtpVisibility::VisibilityManager *visManager;
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| 190 | public:
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| 191 | VisibilityTerrainSceneManagerFactory(GtpVisibility::VisibilityManager *vm);
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| 192 | ~VisibilityTerrainSceneManagerFactory();
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| 193 | /// Factory type name
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| 194 | static const String FACTORY_TYPE_NAME;
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| 195 | SceneManager* createInstance(const String& instanceName);
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| 196 | void destroyInstance(SceneManager* instance);
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| 197 | };
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| 198 |
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[59] | 199 | } // namespace Ogre
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| 200 |
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| 201 | #endif // CullingTerrainSceneManager_H |
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