[59] | 1 | #ifndef _GtpVisibilityHierarchyInterface_H__
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| 2 | #define _GtpVisibilityHierarchyInterface_H__
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| 3 |
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| 4 | #include "DistanceQueue.h"
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[2280] | 5 | //#include "VisibilityMesh.h"
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[155] | 6 | #include <stack>
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[59] | 7 |
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| 8 | namespace GtpVisibility {
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| 9 |
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[112] | 10 | enum CullingType {QUERY_CULLED, FRUSTUM_CULLED};
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| 11 |
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[370] | 12 | typedef std::vector<HierarchyNode *> NodeVector;
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[2280] | 13 | //typedef std::vector<GtpVisibility::Mesh *> GeometryVector;
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| 14 | //typedef std::vector<GtpVisibility::Patch *> PatchVector;
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| 15 |
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[130] | 16 | typedef std::pair<HierarchyNode *, OcclusionQuery *> QueryPair;
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[370] | 17 | typedef std::pair<HierarchyNode *, bool> PendingQuery;
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[130] | 18 | typedef std::queue<QueryPair> QueryQueue;
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[370] | 19 | typedef std::queue<PendingQuery> PendingQueue;
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[130] | 20 |
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[158] | 21 |
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[897] | 22 | /** Class which implements a hierarchy interface for a scene hierarchy. It has to be implemented
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| 23 | for any rendering engine to use the CHC algorithm.
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[59] | 24 | */
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| 25 | class HierarchyInterface
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| 26 | {
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| 27 | public:
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| 28 | /** Default constructor.
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| 29 | */
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| 30 | HierarchyInterface();
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| 31 | virtual ~HierarchyInterface();
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| 32 | /** Returns true if current node is leaf of the hierarchy.
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| 33 | @param node hierarchy node
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| 34 | @returns true if node is leaf
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| 35 | */
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[74] | 36 | virtual bool IsLeaf(HierarchyNode *node) const = 0;
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[897] | 37 | /** Traverses and renders the hierarchy from the given node.
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[59] | 38 | @param node the hierarchy node
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| 39 | */
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[158] | 40 | virtual void TraverseNode(HierarchyNode *node) = 0;
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[897] | 41 | /** Renders the given hierarchy node.
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[130] | 42 | @param node current hierarchy node to be rendered
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[59] | 43 | */
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| 44 | virtual void RenderNode(HierarchyNode *node) = 0;
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| 45 | /** Pulls up the visibility from the current node recursively to the parent nodes.
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| 46 | @param node the current node
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| 47 | */
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[345] | 48 | virtual void PullUpVisibility(HierarchyNode *node) const = 0;
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[59] | 49 | /** Issue a occlusion query for this node.
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| 50 | @param node the current hierarchy node
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[897] | 51 | @param wasVisible if the node was visible in the last frame: based
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| 52 | on this the method can decide on the way of querying
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[59] | 53 | @returns occlusion query for this node
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| 54 | */
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[175] | 55 | virtual OcclusionQuery *IssueNodeOcclusionQuery(HierarchyNode *node,
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[897] | 56 | const bool wasVisible = false) = 0;
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[59] | 57 | /** Sets the root of the scene hierarchy.
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| 58 | @param root the hierarchy root
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| 59 | */
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[155] | 60 | void SetHierarchyRoot(HierarchyNode *root);
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[74] | 61 | /** Get the root of the scene hierarchy.
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| 62 | @return the hierarchy root
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| 63 | */
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[155] | 64 | HierarchyNode *GetHierarchyRoot() const;
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[158] | 65 | /** Sets the scene root and initialises this hierarchy interface for a traversal.
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[155] | 66 | @remark also resets the statistics evaluated in the last traversal
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[59] | 67 | */
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[158] | 68 | void InitTraversal();
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[59] | 69 | /** Returns current frame id.
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| 70 | @returns frame id
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| 71 | */
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[74] | 72 | unsigned int GetFrameId() const;
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[155] | 73 | /** Returns a pointer to the distance queue.
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| 74 | @returns current distance queue.
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| 75 | @remark the distance queue stores hierarchy nodes in a front-to-back order
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[59] | 76 | */
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| 77 | DistanceQueue *GetQueue();
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[726] | 78 |
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[87] | 79 | /** Returns distance of the node to the view plane.
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[726] | 80 | @param node the hierarchy node
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[59] | 81 | */
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[87] | 82 | virtual float GetSquaredDistance(HierarchyNode *node) const = 0;
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[59] | 83 | /** Checks if the node is visible from the current view frustum.
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| 84 | @param node the current node
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| 85 | @param intersects returns true if the current node intersects the near plane
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| 86 | */
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[2258] | 87 | virtual bool CheckFrustumVisible(HierarchyNode *node,
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| 88 | bool &intersects) = 0;
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[74] | 89 | /** Checks if the node is visible from the current view frustum.
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| 90 | @param node the current node
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| 91 | */
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| 92 | bool CheckFrustumVisible(HierarchyNode *node);
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[59] | 93 | /** Returns next available occlusion query or creates new one.
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| 94 | @return the next occlusion query
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| 95 | */
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| 96 | virtual OcclusionQuery *GetNextOcclusionQuery() = 0;
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| 97 | /** Returns true if there is renderable geometry attached to this node
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| 98 | @param node the current node
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| 99 | @returns if the node has renderable geometry
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| 100 | */
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[74] | 101 | virtual bool HasGeometry(HierarchyNode *node) const = 0;
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[59] | 102 | /** Sets the visible flag for this node.
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| 103 | @param node the current node
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| 104 | @param visible the visible flag
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| 105 | */
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[2258] | 106 | virtual void SetNodeVisible(HierarchyNode *node,
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| 107 | const bool visible) const = 0;
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[59] | 108 | /** Returns true if node has the visible flag set. See set
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| 109 | */
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[74] | 110 | virtual bool IsNodeVisible(HierarchyNode *node) const = 0;
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[59] | 111 | /** Sets the last visited frame id for this node.
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| 112 | @param node the current node
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| 113 | @param frameId the current frame id
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| 114 | */
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[74] | 115 | virtual void SetLastVisited(HierarchyNode *node,
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[345] | 116 | const unsigned int frameId) const = 0;
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[59] | 117 | /** Returns frame id when this node was last visited by the traverser. See set
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| 118 | */
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[74] | 119 | virtual unsigned int LastVisited(HierarchyNode *node) const = 0;
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| 120 | /** Returns number of traversed nodes.
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| 121 | */
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| 122 | unsigned int GetNumTraversedNodes();
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| 123 | /** Returns number of rendered nodes.
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| 124 | */
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| 125 | unsigned int GetNumRenderedNodes();
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[155] | 126 |
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[112] | 127 | //bool mIsShadowPass;
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[59] | 128 |
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[112] | 129 | /** Visualization of a culled node, dependent on the culling type.
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[897] | 130 | @param node the hierarchy node to be visualized
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[112] | 131 | @param type can be one of FRUSTUM_CULLED, QUERY_CULLED
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| 132 | */
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| 133 | virtual void VisualizeCulledNode(HierarchyNode *node,
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[897] | 134 | CullingType type) const = 0;
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[111] | 135 |
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[175] | 136 | /** Returns vector of visible hierarchy nodes from previous render.
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[130] | 137 | */
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[174] | 138 | std::vector<HierarchyNode *> *GetVisibleNodes();
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[130] | 139 | /** Returns vector of previoulsy rendered geometry.
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| 140 | */
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| 141 |
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[158] | 142 |
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[155] | 143 | /** This is an optimization when issuing the occlusion test.
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| 144 | The test is done with actual geometry rather than the bounding
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[158] | 145 | box of leave nodes previously marked as visible.
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| 146 |
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[155] | 147 | @param testGeometry if this optimization should be used
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| 148 | @remark this option is only useful for the coherent hierarchical culling algorithm
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| 149 | */
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| 150 | void TestGeometryForVisibleLeaves(bool testGeometry);
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| 151 |
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| 152 |
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[2258] | 153 | virtual void DetermineFullVisibility(GtpVisibility::HierarchyNode *node) const = 0;
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| 154 |
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| 155 | virtual void TraverseNode2(GtpVisibility::HierarchyNode *node) = 0;
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| 156 |
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[2259] | 157 | virtual HierarchyNode *GetRandomLeaf(HierarchyNode *root) = 0;
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| 158 | virtual bool IsNodeFullyVisible(GtpVisibility::HierarchyNode *node) const = 0;
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[2258] | 159 |
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[59] | 160 | protected:
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[606] | 161 |
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| 162 |
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[155] | 163 | /// chc optimization for testing geometry of leaves instead of bounding box
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| 164 | bool mTestGeometryForVisibleLeaves;
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[158] | 165 | /// the current frame number
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[59] | 166 | unsigned int mFrameId;
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[925] | 167 | /// index of the lcurrent occlusion query in the array of queries
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| 168 | /// NOTE: should rather be iterator
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[59] | 169 | int mCurrentTestIdx;
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| 170 |
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[155] | 171 | /// number of traversed nodes
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[59] | 172 | unsigned int mNumTraversedNodes;
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[158] | 173 |
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| 174 | /// The queue is useful for rendering hierarchy nodes in front to back order.
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[59] | 175 | DistanceQueue *mDistanceQueue;
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[111] | 176 |
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[155] | 177 | /// the root of the hierarchy
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| 178 | HierarchyNode *mHierarchyRoot;
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| 179 |
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[158] | 180 | /// buffer for a node pointer
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[155] | 181 | HierarchyNode *mSavedNode;
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[158] | 182 | /// list of rendered hierarchy nodes (e.g., useful for exact visibility queries)
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[174] | 183 | std::vector<HierarchyNode *> mVisibleNodes;
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[59] | 184 | };
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| 185 | } // namespace GtpVisibility
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[155] | 186 |
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[112] | 187 | #endif // GtpVisisibilityHierarchyInterface_H |
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