source: GTP/trunk/Lib/Vis/OnlineCullingCHC/include/HierarchyInterface.h @ 2259

Revision 2259, 6.9 KB checked in by mattausch, 18 years ago (diff)
Line 
1#ifndef _GtpVisibilityHierarchyInterface_H__
2#define _GtpVisibilityHierarchyInterface_H__
3
4#include "DistanceQueue.h"
5#include "VisibilityMesh.h"
6#include <stack>
7
8namespace GtpVisibility {
9
10enum  CullingType {QUERY_CULLED, FRUSTUM_CULLED};
11
12typedef std::vector<HierarchyNode *> NodeVector;
13typedef std::vector<GtpVisibility::Mesh *> GeometryVector;
14typedef std::vector<GtpVisibility::Patch *> PatchVector;
15typedef std::pair<HierarchyNode *, OcclusionQuery *> QueryPair;
16typedef std::pair<HierarchyNode *, bool> PendingQuery;
17typedef std::queue<QueryPair> QueryQueue;
18typedef std::queue<PendingQuery> PendingQueue;
19
20
21/**     Class which implements a hierarchy interface for a scene hierarchy. It has to be implemented
22        for any rendering engine to use the CHC algorithm.
23*/
24class HierarchyInterface
25{
26public:
27        /** Default constructor.
28        */
29        HierarchyInterface();
30        virtual ~HierarchyInterface();
31        /** Returns true if current node is leaf of the hierarchy.
32                @param node hierarchy node
33                @returns true if node is leaf
34        */
35    virtual bool IsLeaf(HierarchyNode *node) const = 0;
36        /** Traverses and renders the hierarchy from the given node.
37                @param node the hierarchy node
38        */
39        virtual void TraverseNode(HierarchyNode *node) = 0;
40        /** Renders the given hierarchy node.
41                @param node current hierarchy node to be rendered
42        */
43        virtual void RenderNode(HierarchyNode *node) = 0;
44        /** Pulls up the visibility from the current node recursively to the parent nodes.
45                @param node the current node
46        */
47        virtual void PullUpVisibility(HierarchyNode *node) const = 0;
48        /** Issue a occlusion query for this node.
49                @param node the current hierarchy node
50                @param wasVisible if the node was visible in the last frame: based
51                on this the method can decide on the way of querying
52                @returns occlusion query for this node
53        */
54        virtual OcclusionQuery *IssueNodeOcclusionQuery(HierarchyNode *node,
55                                                                                                        const bool wasVisible = false) = 0;
56        /** Sets the root of the scene hierarchy.
57                @param root the hierarchy root
58        */
59        void SetHierarchyRoot(HierarchyNode *root);
60    /** Get the root of the scene hierarchy.
61                @return the hierarchy root
62        */
63        HierarchyNode *GetHierarchyRoot() const;
64        /** Sets the scene root and initialises this hierarchy interface for a traversal.               
65                @remark also resets the statistics evaluated in the last traversal
66        */
67        void InitTraversal();
68        /** Returns current frame id.
69                @returns frame id
70        */
71        unsigned int GetFrameId() const;
72        /** Returns a pointer to the distance queue.
73                @returns current distance queue.
74                @remark the distance queue stores hierarchy nodes in a front-to-back order
75        */
76        DistanceQueue *GetQueue();
77       
78        /** Returns distance of the node to the view plane.
79                @param node the hierarchy node
80        */                     
81        virtual float GetSquaredDistance(HierarchyNode *node) const = 0;
82        /** Checks if the node is visible from the current view frustum.
83                @param node the current node
84                @param intersects returns true if the current node intersects the near plane
85        */
86        virtual bool CheckFrustumVisible(HierarchyNode *node,
87                                                                         bool &intersects) = 0;
88        /** Checks if the node is visible from the current view frustum.
89                @param node the current node
90        */
91        bool CheckFrustumVisible(HierarchyNode *node);
92        /** Returns next available occlusion query or creates new one.
93                @return the next occlusion query
94        */
95        virtual OcclusionQuery *GetNextOcclusionQuery() = 0;
96        /** Returns true if there is renderable geometry attached to this node
97                @param node the current node
98                @returns if the node has renderable geometry
99        */
100    virtual bool HasGeometry(HierarchyNode *node) const = 0;
101        /** Sets the visible flag for this node.
102                @param node the current node
103                @param visible the visible flag
104        */
105        virtual void SetNodeVisible(HierarchyNode *node,
106                                                                const bool visible) const = 0;
107        /** Returns true if node has the visible flag set. See set
108        */
109        virtual bool IsNodeVisible(HierarchyNode *node) const = 0;
110        /** Sets the last visited frame id for this node.
111                @param node the current node
112                @param frameId the current frame id
113        */
114        virtual void SetLastVisited(HierarchyNode *node,
115                                                                const unsigned int frameId) const = 0;
116        /** Returns frame id when this node was last visited by the traverser. See set
117        */
118        virtual unsigned int LastVisited(HierarchyNode *node) const = 0;
119        /** Returns number of traversed nodes.
120        */
121        unsigned int GetNumTraversedNodes();
122        /** Returns number of rendered nodes.
123        */
124        unsigned int GetNumRenderedNodes();
125               
126        //bool mIsShadowPass;
127
128        /** Visualization of a culled node, dependent on the culling type.
129                @param node the hierarchy node to be visualized
130                @param type can be one of FRUSTUM_CULLED, QUERY_CULLED
131        */
132        virtual void VisualizeCulledNode(HierarchyNode *node,
133                                                                         CullingType type) const = 0;
134
135        /** Returns vector of visible hierarchy nodes from previous render.
136        */
137        std::vector<HierarchyNode *> *GetVisibleNodes();
138        /** Returns vector of previoulsy rendered geometry.
139        */
140       
141        /** Returns the geometry of a given hierarchy node.
142                @param node the hierarchy node containing the geometry
143                @param geometryList geometry is returned in this list
144                @param includeChildren if the geometry of the children should be taken into account
145        */
146        virtual void GetNodeGeometryList(GtpVisibility::HierarchyNode *node,   
147                                                                         GeometryVector *geometryList,
148                                                                         bool includeChildren) = 0;
149
150       
151        /** This is an optimization when issuing the occlusion test.
152                The test is done with actual geometry rather than the bounding
153                box of leave nodes previously marked as visible.
154
155                @param testGeometry if this optimization should be used
156                @remark this option is only useful for the coherent hierarchical culling algorithm
157        */
158        void TestGeometryForVisibleLeaves(bool testGeometry);
159
160
161        virtual void DetermineFullVisibility(GtpVisibility::HierarchyNode *node) const = 0;
162
163        virtual void TraverseNode2(GtpVisibility::HierarchyNode *node) = 0;
164
165        virtual HierarchyNode *GetRandomLeaf(HierarchyNode *root) = 0;
166        virtual bool IsNodeFullyVisible(GtpVisibility::HierarchyNode *node) const = 0;
167
168protected:
169
170
171        /// chc optimization for testing geometry of leaves instead of bounding box
172        bool mTestGeometryForVisibleLeaves;
173        /// the current frame number
174        unsigned int mFrameId;
175        /// index of the lcurrent occlusion query in the array of queries
176        /// NOTE: should rather be iterator
177        int mCurrentTestIdx;
178       
179        /// number of traversed nodes
180        unsigned int mNumTraversedNodes;
181
182        /// The queue is useful for rendering hierarchy nodes in front to back order.
183        DistanceQueue *mDistanceQueue;
184
185        /// the root of the hierarchy
186        HierarchyNode *mHierarchyRoot;
187       
188        /// buffer for a node pointer
189        HierarchyNode *mSavedNode;
190        /// list of rendered hierarchy nodes (e.g., useful for exact visibility queries)
191        std::vector<HierarchyNode *> mVisibleNodes;
192};
193} // namespace GtpVisibility
194
195#endif // GtpVisisibilityHierarchyInterface_H
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