1 | #ifndef _ItemBufferQueryManager_H__ |
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2 | #define _ItemBufferQueryManager_H__ |
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3 | |
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4 | #include "OgrePlatformQueryManager.h" |
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5 | |
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6 | namespace Ogre {
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7 |
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8 | /**
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9 | Class which implements the QueryManager for Ogre scene queries using an item buffer,
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10 | i.e., the objects are rendered with their id used as unique color code. After reading
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11 | back the frame buffer, the visibility information can be established for each object.
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12 | */
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13 | class __declspec(dllexport) ItemBufferQueryManager: public PlatformQueryManager
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14 | {
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15 | public:
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16 | /** Constructor taking a hierarchy interface as an argument. This allows to operate
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17 | on different hierarchy types, while reusing the implementation of the query methods.
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18 | @param renderPatches determines if the visibility of either patches or meshes is computed.
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19 | */
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20 | ItemBufferQueryManager(PlatformHierarchyInterface *hierarchyInterface, Viewport *vp,
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21 | const bool renderPatches);
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22 |
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23 | void ComputeCameraVisibility(const Camera &camera,
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24 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes,
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25 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry,
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26 | InfoContainer<GtpVisibility::PatchInfo> *visiblePatches,
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27 | bool relativeVisibility = false);
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28 |
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29 | bool ShootRay(const Ray &ray, std::vector<Mesh *> *visibleMeshes, bool isGlobalLine = false);
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30 |
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31 | protected:
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32 | /** Helper function used to initialise item buffer.
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33 | */
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34 | void InitItemBuffer( |
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35 | InfoContainer<GtpVisibility::NodeInfo> *visibleNodes, |
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36 | InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry,
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37 | InfoContainer<GtpVisibility::PatchInfo> *visiblePatches);
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38 |
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39 | /// if patches are used instead of meshes (only one at a time)
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40 | bool mRenderPatchesForItemBuffer;
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41 | };
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42 |
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43 | } // namespace Ogre
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44 |
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45 | #endif // ItemBufferQueryManager
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