source: GTP/trunk/Lib/Vis/OnlineCullingCHC/include/HierarchyInterface.h @ 2332

Revision 2332, 6.7 KB checked in by mattausch, 18 years ago (diff)

implemented part of rendering estimation of wimmer et al. for view space / object space subdivision.
warning: not working with undersampling estimation + local visibility based subdivision.

RevLine 
[59]1#ifndef _GtpVisibilityHierarchyInterface_H__
2#define _GtpVisibilityHierarchyInterface_H__
3
4#include "DistanceQueue.h"
[2280]5//#include "VisibilityMesh.h"
[155]6#include <stack>
[59]7
8namespace GtpVisibility {
9
[112]10enum  CullingType {QUERY_CULLED, FRUSTUM_CULLED};
11
[370]12typedef std::vector<HierarchyNode *> NodeVector;
[2280]13//typedef std::vector<GtpVisibility::Mesh *> GeometryVector;
14//typedef std::vector<GtpVisibility::Patch *> PatchVector;
15
[130]16typedef std::pair<HierarchyNode *, OcclusionQuery *> QueryPair;
[370]17typedef std::pair<HierarchyNode *, bool> PendingQuery;
[130]18typedef std::queue<QueryPair> QueryQueue;
[370]19typedef std::queue<PendingQuery> PendingQueue;
[130]20
[2292]21typedef std::vector<HierarchyNode *> HierarchyNodeContainer;
[158]22
[2292]23
24/**     Class which implements an interface for the operations on a hierarchy
25        of a scene.
26        It has to be implemented for any rendering engine to use the CHC algorithm.
[59]27*/
28class HierarchyInterface
29{
30public:
31        /** Default constructor.
32        */
33        HierarchyInterface();
34        virtual ~HierarchyInterface();
35        /** Returns true if current node is leaf of the hierarchy.
36                @param node hierarchy node
37                @returns true if node is leaf
38        */
[74]39    virtual bool IsLeaf(HierarchyNode *node) const = 0;
[897]40        /** Traverses and renders the hierarchy from the given node.
[59]41                @param node the hierarchy node
42        */
[158]43        virtual void TraverseNode(HierarchyNode *node) = 0;
[897]44        /** Renders the given hierarchy node.
[130]45                @param node current hierarchy node to be rendered
[59]46        */
47        virtual void RenderNode(HierarchyNode *node) = 0;
48        /** Pulls up the visibility from the current node recursively to the parent nodes.
49                @param node the current node
50        */
[345]51        virtual void PullUpVisibility(HierarchyNode *node) const = 0;
[59]52        /** Issue a occlusion query for this node.
53                @param node the current hierarchy node
[897]54                @param wasVisible if the node was visible in the last frame: based
55                on this the method can decide on the way of querying
[59]56                @returns occlusion query for this node
57        */
[175]58        virtual OcclusionQuery *IssueNodeOcclusionQuery(HierarchyNode *node,
[897]59                                                                                                        const bool wasVisible = false) = 0;
[87]60        /** Returns distance of the node to the view plane.
[726]61                @param node the hierarchy node
[59]62        */                     
[87]63        virtual float GetSquaredDistance(HierarchyNode *node) const = 0;
[59]64        /** Checks if the node is visible from the current view frustum.
65                @param node the current node
66                @param intersects returns true if the current node intersects the near plane
67        */
[2258]68        virtual bool CheckFrustumVisible(HierarchyNode *node,
69                                                                         bool &intersects) = 0;
[2306]70       
[59]71        /** Returns true if there is renderable geometry attached to this node
72                @param node the current node
73                @returns if the node has renderable geometry
74        */
[74]75    virtual bool HasGeometry(HierarchyNode *node) const = 0;
[59]76        /** Sets the visible flag for this node.
77                @param node the current node
78                @param visible the visible flag
79        */
[2258]80        virtual void SetNodeVisible(HierarchyNode *node,
81                                                                const bool visible) const = 0;
[59]82        /** Returns true if node has the visible flag set. See set
83        */
[74]84        virtual bool IsNodeVisible(HierarchyNode *node) const = 0;
[59]85        /** Sets the last visited frame id for this node.
86                @param node the current node
87                @param frameId the current frame id
88        */
[74]89        virtual void SetLastVisited(HierarchyNode *node,
[345]90                                                                const unsigned int frameId) const = 0;
[2306]91       
92
93        virtual void DetermineFullVisibility(GtpVisibility::HierarchyNode *node) const = 0;
94
95        virtual HierarchyNode *GetRandomLeaf(HierarchyNode *root) = 0;
96        virtual bool IsNodeFullyVisible(GtpVisibility::HierarchyNode *node) const = 0;
97
98        virtual void CollectLeaves(HierarchyNode *root, HierarchyNodeContainer &nodes) = 0;
99
100        virtual void RenderNodeRecursive(HierarchyNode *node) = 0;
101
[59]102        /** Returns frame id when this node was last visited by the traverser. See set
103        */
[74]104        virtual unsigned int LastVisited(HierarchyNode *node) const = 0;
[155]105               
[112]106        /** Visualization of a culled node, dependent on the culling type.
[897]107                @param node the hierarchy node to be visualized
[112]108                @param type can be one of FRUSTUM_CULLED, QUERY_CULLED
109        */
110        virtual void VisualizeCulledNode(HierarchyNode *node,
[897]111                                                                         CullingType type) const = 0;
[111]112
[2306]113        /** Sets the root of the scene hierarchy.
114                @param root the hierarchy root
[130]115        */
[2306]116        void SetHierarchyRoot(HierarchyNode *root);
117    /** Get the root of the scene hierarchy.
118                @return the hierarchy root
[130]119        */
[2306]120        HierarchyNode *GetHierarchyRoot() const;
[130]121       
[155]122        /** This is an optimization when issuing the occlusion test.
123                The test is done with actual geometry rather than the bounding
[158]124                box of leave nodes previously marked as visible.
125
[155]126                @param testGeometry if this optimization should be used
127                @remark this option is only useful for the coherent hierarchical culling algorithm
128        */
129        void TestGeometryForVisibleLeaves(bool testGeometry);
130
[2306]131        /** Sets the scene root and initialises this hierarchy interface for a traversal.               
132                @remark also resets the statistics evaluated in the last traversal
133        */
134        void InitTraversal();
135        /** Returns current frame id.
136                @returns frame id
137        */
138        unsigned int GetFrameId() const;
139        /** Returns a pointer to the distance queue.
140                @returns current distance queue.
141                @remark the distance queue stores hierarchy nodes in a front-to-back order
142        */
143        DistanceQueue *GetQueue();
[155]144
[2306]145        /** Checks if the node is visible from the current view frustum.
146                @param node the current node
147        */
148        bool CheckFrustumVisible(HierarchyNode *node);
[2258]149
[2306]150        /** Returns number of traversed nodes.
151        */
152        unsigned int GetNumTraversedNodes();
153        /** Returns number of rendered nodes.
154        */
155        unsigned int GetNumRenderedNodes();
[2258]156
[2306]157        /** Returns vector of visible hierarchy nodes from previous render.
158        */
159        std::vector<HierarchyNode *> *GetVisibleNodes();
[2292]160
[2332]161        virtual void PullUpLastVisited(HierarchyNode *node, const int frameId) const = 0;
162        virtual void DetermineVisibilityRatio(HierarchyNode *node) const = 0;
163        virtual float GetNodeVisibilityRatio(HierarchyNode *node) const = 0;
[2292]164
[2332]165        virtual HierarchyNode *GetParent(HierarchyNode *node) = 0;
166
[59]167protected:
[606]168
169
[155]170        /// chc optimization for testing geometry of leaves instead of bounding box
171        bool mTestGeometryForVisibleLeaves;
[158]172        /// the current frame number
[59]173        unsigned int mFrameId;
[925]174        /// index of the lcurrent occlusion query in the array of queries
175        /// NOTE: should rather be iterator
[59]176        int mCurrentTestIdx;
177       
[155]178        /// number of traversed nodes
[59]179        unsigned int mNumTraversedNodes;
[158]180
181        /// The queue is useful for rendering hierarchy nodes in front to back order.
[59]182        DistanceQueue *mDistanceQueue;
[111]183
[155]184        /// the root of the hierarchy
185        HierarchyNode *mHierarchyRoot;
186       
[158]187        /// buffer for a node pointer
[155]188        HierarchyNode *mSavedNode;
[2306]189
[158]190        /// list of rendered hierarchy nodes (e.g., useful for exact visibility queries)
[174]191        std::vector<HierarchyNode *> mVisibleNodes;
[59]192};
193} // namespace GtpVisibility
[155]194
[112]195#endif // GtpVisisibilityHierarchyInterface_H
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