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