source: GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreVisibilityTerrainSceneManager.h @ 925

Revision 925, 6.4 KB checked in by mattausch, 19 years ago (diff)

update for ogre 1.2
OcclusionCullingSceneManager? is the only scenemanager in the solution now

Line 
1#ifndef _VisibilityTerrainSceneManager_H__
2#define _VisibilityTerrainSceneManager_H__
3
4#include <OgreSceneNode.h>
5#include <OgreTerrainSceneManager.h>
6#include <OgreOctreeNode.h>
7#include <OgreOctreeCamera.h>
8#include <OgrePrerequisites.h>
9
10#include "OgreOctreeHierarchyInterface.h"
11#include "OgrePlatformQueryManager.h"
12#include "VisibilityManager.h"
13
14
15namespace Ogre {
16
17/**
18        This class extends the terrain scene manager,
19        using occlusion queries for visibility culling.
20*/
21class __declspec(dllexport) VisibilityTerrainSceneManager: public TerrainSceneManager
22{
23public:
24        VisibilityTerrainSceneManager(const String& name, GtpVisibility::VisibilityManager *visManager);
25        ~VisibilityTerrainSceneManager();
26
27        void _renderVisibleObjects();
28        void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
29        void _updateSceneGraph(Camera* cam);
30
31        /** Sets the given option for the SceneManager
32                @remarks Options are: "Algorithm", int *;                       
33        */
34       
35        virtual bool setOption(const String &, const void *);
36        /** Gets the given option for the Scene VisibilityManager.
37            @remarks
38                See setOption
39        */
40        virtual bool getOption(const String &, void *);
41
42        bool getOptionValues(const String & key, StringVector &refValueList);
43        bool getOptionKeys(StringVector &refKeys);
44
45        /** Sets the visibility manager.
46                @param visManager the visibility manager
47        */
48        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
49        /** See set.
50        */
51        GtpVisibility::VisibilityManager *getVisibilityManager();
52
53        /** Render a queue group.
54                Override so we can handle delayed rendering of transparent objects
55        */
56        void renderBasicQueueGroupObjects(RenderQueueGroup* pGroup,
57                                                                 QueuedRenderableCollection::OrganisationMode om);
58
59        /** Writes out stats into the Ogre log file.
60        */
61        void WriteLog();
62
63        /** We override this because we want to include the z-fail pass.
64        */
65        const Pass* _setPass(Pass* pass);
66        /** Override from SceneManager so we can skip all but first pass for depth pass.
67        */
68        bool validatePassForRendering(Pass* pass);
69        /** This function renders renderables using false color ids.
70        */
71#ifdef ITEM_BUFFER
72        void RenderItemBuffer(RenderPriorityGroup* pGroup);
73        /** Renders a single object using false color id.
74        */
75        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
76        /** Overritten from scene manager to include the false color id rendering of the
77                scene objects.
78        */
79#endif // ITEM_BUFFER
80        void _renderQueueGroupObjects(RenderQueueGroup* pGroup, QueuedRenderableCollection::OrganisationMode om);
81
82        /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
83        */
84        Entity* createEntity(const String& entityName, const String& meshName);
85
86        /** Returns pointer to visibility manager.
87        */
88        GtpVisibility::VisibilityManager *GetVisibilityManager();
89
90        /** Returns hierarchy interface.
91        */
92        OctreeHierarchyInterface *GetHierarchyInterface();
93
94        /** Inherited from scene manager. Neccesary to draw terrain properly.
95        */
96        void endFrame();
97
98        /** Override this because we must handle shadows differently.
99        */
100        void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup,
101                QueuedRenderableCollection::OrganisationMode om);
102        /** Override this because we must handle shadows differently.
103        */
104        void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup,
105                QueuedRenderableCollection::OrganisationMode om);
106/// @copydoc SceneManager::getTypeName
107        const String& getTypeName(void) const;
108        static const String FACTORY_TYPE_NAME;
109
110        void setWorldGeometry( DataStreamPtr& stream, const String& typeName );
111
112protected:
113       
114        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
115        */
116        void InitDepthPass();
117        /** Creates material for item buffer.
118        */
119        void InitItemBufferPass();
120        /** Fills render queue so that a visualization can be rendered.
121        */
122        void PrepareVisualization(Camera *cam);
123        /** Initialises necessary parameters for hierarchical visibility culling.
124        */
125        void InitVisibilityCulling(Camera *cam);
126
127
128
129        /// the interface to the scene hierarchy.
130        OctreeHierarchyInterface *mHierarchyInterface;
131        /// manages all visibility options
132        GtpVisibility::VisibilityManager *mVisibilityManager;
133
134        /// if a visualization of the hierarchical culling is shown
135        bool mShowVisualization;
136
137        /// if the culled nodes are indicated in the visualization
138        bool mVisualizeCulledNodes;
139
140        /// if symbols for the nodes are shown in the visualization
141        bool mRenderNodesForViz;
142        /// if content of the nodes is shown in the visualization
143        bool mRenderNodesContentForViz;
144
145        /// if we render transparents after the hierarchical traversal
146        bool mDelayRenderTransparents;
147
148        /// if we use a depth pass (i.e., fill only the depth buffer in the first pass)
149        bool mUseDepthPass;
150        /// if we currently rendering the depth pass
151        bool mIsDepthPassPhase;
152       
153        /// if we use an item buffer for rendering (i.e., object ids as color codes
154        bool mUseItemBuffer;
155        /// if we currently render the item buffer
156        bool mIsItemBufferPhase;
157
158        /// if depth write should be enabled
159        bool mEnableDepthWrite;
160        /// if transparents are skipped during rendering
161        bool mSkipTransparents;
162
163        /// the depth pass (no lighting, just filling the depth buffer)
164        Pass *mDepthPass;
165        Pass *mItemBufferPass;
166
167        int mCurrentEntityId;
168        /// flag for passes which should not be deleted from queue during first traversal
169        int mLeavePassesInQueue;
170
171
172        /// if transparent object are considered for item buffer visibility
173        bool mRenderTransparentsForItemBuffer;
174        /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
175        bool mExecuteVertexProgramForAllPasses;
176
177        bool mIsHierarchicalCulling;
178
179        std::ofstream mDummyLog;
180};
181
182/// Factory for VisibilityTerrainSceneManager
183class VisibilityTerrainSceneManagerFactory : public SceneManagerFactory
184{
185protected:
186        typedef std::vector<TerrainPageSource*> TerrainPageSources;
187        TerrainPageSources mTerrainPageSources;
188        void initMetaData(void) const;
189        GtpVisibility::VisibilityManager *visManager;
190public:
191        VisibilityTerrainSceneManagerFactory(GtpVisibility::VisibilityManager *vm);
192        ~VisibilityTerrainSceneManagerFactory();
193        /// Factory type name
194        static const String FACTORY_TYPE_NAME;
195        SceneManager* createInstance(const String& instanceName);
196        void destroyInstance(SceneManager* instance);
197};
198
199} // namespace Ogre
200
201#endif // CullingTerrainSceneManager_H
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