#ifndef _GtpVisibilityHierarchyInterface_H__ #define _GtpVisibilityHierarchyInterface_H__ #include "DistanceQueue.h" #include "VisibilityMesh.h" #include namespace GtpVisibility { enum CullingType {QUERY_CULLED, FRUSTUM_CULLED}; typedef std::vector NodeVector; typedef std::vector GeometryVector; typedef std::vector PatchVector; typedef std::pair QueryPair; typedef std::pair PendingQuery; typedef std::queue QueryQueue; typedef std::queue PendingQueue; /** Class which implements a hierarchy interface for a scene hierarchy. */ class HierarchyInterface { public: /** Default constructor. */ HierarchyInterface(); virtual ~HierarchyInterface(); /** Returns true if current node is leaf of the hierarchy. @param node hierarchy node @returns true if node is leaf */ virtual bool IsLeaf(HierarchyNode *node) const = 0; /** Traverses and renders the given node. @param node the hierarchy node */ virtual void TraverseNode(HierarchyNode *node) = 0; /** Renders current hierarchy node. @param node current hierarchy node to be rendered */ virtual void RenderNode(HierarchyNode *node) = 0; /** Pulls up the visibility from the current node recursively to the parent nodes. @param node the current node */ virtual void PullUpVisibility(HierarchyNode *node) const = 0; /** Issue a occlusion query for this node. @param node the current hierarchy node @returns occlusion query for this node */ virtual OcclusionQuery *IssueNodeOcclusionQuery(HierarchyNode *node, const bool wasVisible = false) = 0; /** Sets the root of the scene hierarchy. @param root the hierarchy root */ void SetHierarchyRoot(HierarchyNode *root); /** Get the root of the scene hierarchy. @return the hierarchy root */ HierarchyNode *GetHierarchyRoot() const; /** Sets the scene root and initialises this hierarchy interface for a traversal. @remark also resets the statistics evaluated in the last traversal */ void InitTraversal(); /** Returns current frame id. @returns frame id */ unsigned int GetFrameId() const; /** Returns a pointer to the distance queue. @returns current distance queue. @remark the distance queue stores hierarchy nodes in a front-to-back order */ DistanceQueue *GetQueue(); /** Returns distance of the node to the view plane. @param node the hierarchy node */ virtual float GetSquaredDistance(HierarchyNode *node) const = 0; /** Checks if the node is visible from the current view frustum. @param node the current node @param intersects returns true if the current node intersects the near plane */ virtual bool CheckFrustumVisible(HierarchyNode *node, bool &intersects) = 0; /** Checks if the node is visible from the current view frustum. @param node the current node */ bool CheckFrustumVisible(HierarchyNode *node); /** Returns next available occlusion query or creates new one. @return the next occlusion query */ virtual OcclusionQuery *GetNextOcclusionQuery() = 0; /** Returns true if there is renderable geometry attached to this node @param node the current node @returns if the node has renderable geometry */ virtual bool HasGeometry(HierarchyNode *node) const = 0; /** Sets the visible flag for this node. @param node the current node @param visible the visible flag */ virtual void SetNodeVisible(HierarchyNode *node, const bool visible) const = 0; /** Returns true if node has the visible flag set. See set */ virtual bool IsNodeVisible(HierarchyNode *node) const = 0; /** Sets the last visited frame id for this node. @param node the current node @param frameId the current frame id */ virtual void SetLastVisited(HierarchyNode *node, const unsigned int frameId) const = 0; /** Returns frame id when this node was last visited by the traverser. See set */ virtual unsigned int LastVisited(HierarchyNode *node) const = 0; /** Returns number of traversed nodes. */ unsigned int GetNumTraversedNodes(); /** Returns number of rendered nodes. */ unsigned int GetNumRenderedNodes(); //bool mIsShadowPass; /** Visualization of a culled node, dependent on the culling type. @param type can be one of FRUSTUM_CULLED, QUERY_CULLED */ virtual void VisualizeCulledNode(HierarchyNode *node, CullingType type) const = 0; /** Returns vector of visible hierarchy nodes from previous render. */ std::vector *GetVisibleNodes(); /** Returns vector of previoulsy rendered geometry. */ /** Returns the geometry of a given hierarchy node. @param node the hierarchy node containing the geometry @param geometryList geometry is returned in this list @param includeChildren if the geometry of the children should be taken into account */ virtual void GetNodeGeometryList(GtpVisibility::HierarchyNode *node, GeometryVector *geometryList, bool includeChildren) = 0; /** This is an optimization when issuing the occlusion test. The test is done with actual geometry rather than the bounding box of leave nodes previously marked as visible. @param testGeometry if this optimization should be used @remark this option is only useful for the coherent hierarchical culling algorithm */ void TestGeometryForVisibleLeaves(bool testGeometry); protected: /// chc optimization for testing geometry of leaves instead of bounding box bool mTestGeometryForVisibleLeaves; /// the current frame number unsigned int mFrameId; /// points to the last occlusion query in the query list int mCurrentTestIdx; /// number of traversed nodes unsigned int mNumTraversedNodes; /// The queue is useful for rendering hierarchy nodes in front to back order. DistanceQueue *mDistanceQueue; /// the root of the hierarchy HierarchyNode *mHierarchyRoot; /// buffer for a node pointer HierarchyNode *mSavedNode; /// list of rendered hierarchy nodes (e.g., useful for exact visibility queries) std::vector mVisibleNodes; }; } // namespace GtpVisibility #endif // GtpVisisibilityHierarchyInterface_H