[59] | 1 | #ifndef _VisibilityQueryManager_H__
|
---|
| 2 | #define _VisibilityQueryManager_H__
|
---|
| 3 |
|
---|
[65] | 4 | #include <vector>
|
---|
| 5 |
|
---|
[59] | 6 | #include "VisibilityInfo.h"
|
---|
[65] | 7 | #include "VisibilityVector3.h"
|
---|
| 8 | #include "VisibilityCamera.h"
|
---|
| 9 | #include "VisibilityRay.h"
|
---|
[59] | 10 |
|
---|
[65] | 11 | namespace GtpVisibility {
|
---|
| 12 |
|
---|
[130] | 13 | typedef std::vector<OcclusionQuery *> QueryList;
|
---|
| 14 |
|
---|
[65] | 15 | /** This abstract class defines interface for a specific visibility query
|
---|
| 16 | algorithm. The interface supports two from point visibility queries and
|
---|
| 17 | the ray shooting query. The output of the queries consists of list of
|
---|
| 18 | visible meshes and hierarchy nodes. The from point queries will be implemented
|
---|
| 19 | either with item bufferring or based purelly on occlusion queries. Note that
|
---|
| 20 | the actuall implementation can also exploit the
|
---|
| 21 | output of the visibility preprocessor.
|
---|
[59] | 22 | */
|
---|
[71] | 23 | class QueryManager
|
---|
| 24 | {
|
---|
| 25 | public:
|
---|
[65] | 26 | /** Constructor taking a hierarchy interface as an argument. This allows to operate
|
---|
[130] | 27 | on different hierarchy types, while reusing the implementation of the query methods.
|
---|
[65] | 28 | */
|
---|
[174] | 29 | QueryManager(HierarchyInterface *hierarchyInterface, int queryModes);
|
---|
[65] | 30 |
|
---|
| 31 | /**
|
---|
| 32 | Computes restricted visibility from point by using an explicit camera to execute
|
---|
| 33 | the visibility query.
|
---|
| 34 | @param camera The camera to be used
|
---|
[59] | 35 |
|
---|
[65] | 36 | @param visibleNodes Pointer to the container where visible nodes should be added.
|
---|
| 37 | This set is formed of visible leafs or fully visible interior nodes.
|
---|
| 38 | If NULL no visible nodes are not evaluated.
|
---|
| 39 |
|
---|
| 40 | @param visibleGeometry Pointer to the container where visible meshes should be added.
|
---|
| 41 | If NULL no visible meshes are not evaluated.
|
---|
| 42 |
|
---|
[897] | 43 | @param visiblePatches Pointer to the container where visible patches should be added.
|
---|
| 44 | If NULL no visible meshes are not evaluated.
|
---|
| 45 |
|
---|
| 46 | @param relativeVisibility If true the visibility member for
|
---|
[65] | 47 | NodeInfo and MeshInfo represent relative visibility; i.e. the number of visible
|
---|
| 48 | pixels divided by the the number of projected pixels.
|
---|
| 49 |
|
---|
| 50 | @return true if the corresponding PVS exists.
|
---|
| 51 | */
|
---|
| 52 | virtual void
|
---|
| 53 | ComputeCameraVisibility(const Camera &camera,
|
---|
[316] | 54 | NodeInfoContainer *visibleNodes,
|
---|
| 55 | MeshInfoContainer *visibleGeometry,
|
---|
| 56 | PatchInfoContainer *visiblePatches,
|
---|
[2255] | 57 | const bool relativeVisibility,
|
---|
| 58 | const bool approximateVisibility
|
---|
[65] | 59 | ) = 0;
|
---|
| 60 |
|
---|
| 61 | /**
|
---|
| 62 | Uses the specified point to execute the visibility query in all directions.
|
---|
| 63 | @sa ComputeCameraVisibility()
|
---|
| 64 | */
|
---|
| 65 | virtual void
|
---|
| 66 | ComputeFromPointVisibility(const Vector3 &point,
|
---|
[316] | 67 | NodeInfoContainer *visibleNodes,
|
---|
| 68 | MeshInfoContainer *visibleGeometry,
|
---|
| 69 | PatchInfoContainer *visiblePatches,
|
---|
[2255] | 70 | const bool relativeVisibility,
|
---|
| 71 | const bool approximateVisibility
|
---|
[65] | 72 | ) = 0;
|
---|
| 73 |
|
---|
[59] | 74 | /**
|
---|
[113] | 75 | Ray shooting interface: finds an intersection with objects in the scene.
|
---|
[65] | 76 |
|
---|
| 77 | @param ray The given input ray (assuming the ray direction is normalized)
|
---|
| 78 |
|
---|
| 79 | @param visibleMeshes List of meshes intersecting the ray
|
---|
| 80 |
|
---|
| 81 | @param isGlobalLine If false only first intersection with opaque object is returned.
|
---|
| 82 | Otherwise all intersections of the ray with the scene are found.
|
---|
| 83 |
|
---|
| 84 | @return true if there is any intersection.
|
---|
[71] | 85 | */
|
---|
[65] | 86 | virtual bool
|
---|
[1251] | 87 | ShootRay(const Ray &ray,
|
---|
[65] | 88 | std::vector<Mesh *> *visibleMeshes,
|
---|
| 89 | bool isGlobalLine = false
|
---|
| 90 | );
|
---|
[59] | 91 |
|
---|
[130] | 92 | /** Sets the hierarchy interface.
|
---|
| 93 | @remark the traversal depends on the type of hierarchyInterface the scene consists of.
|
---|
[71] | 94 | */
|
---|
[130] | 95 | void SetHierarchyInterface(HierarchyInterface *hierarchyInterface);
|
---|
[59] | 96 |
|
---|
[174] | 97 | enum {PATCH_VISIBILITY = 2,
|
---|
| 98 | GEOMETRY_VISIBILITY = 4,
|
---|
| 99 | NODE_VISIBILITY = 8};
|
---|
| 100 |
|
---|
[59] | 101 | protected:
|
---|
| 102 |
|
---|
[174] | 103 | HierarchyInterface *mHierarchyInterface;
|
---|
| 104 | int mQueryModes;
|
---|
[59] | 105 | };
|
---|
| 106 |
|
---|
[65] | 107 | };
|
---|
| 108 |
|
---|
[59] | 109 | #endif // VisibilityQueryManager
|
---|