source: branches/VUT/DummyModules/obsolete/OcclusionCullingSceneManager/include/SceneTraverser.h @ 56

Revision 56, 4.0 KB checked in by mattausch, 20 years ago (diff)
Line 
1#ifndef _OcclusionCullingSceneTraverser_H__
2#define _OcclusionCullingSceneTraverser_H__
3
4#include "OgreSceneNode.h"
5#include "OgreSceneManager.h"
6#include "OgrePrerequisites.h"
7#include "OgreSolidHalfBoundingBox.h"
8#include "OgreCamera.h"
9#include "OgreRenderSystem.h"
10#include <queue>
11
12using namespace std;
13
14namespace Ogre {
15        /**
16                This class implements the compare operator for the priority queue.
17                a lower distance has a higher value in the queue
18        */
19        template <typename T> class myless
20        {
21        public:
22                myless(Camera *cam) { mCamera = cam; }
23                //bool operator() (HierarchyNode *v1, HierarchyNode *v2) const
24                bool operator() (T v1, T v2) const
25                {
26                        return v1->getSquaredViewDepth(mCamera) > v2->getSquaredViewDepth(mCamera);
27                }
28        private:
29                Camera *mCamera;
30        };
31
32        typedef pair<SceneNode *, HardwareOcclusionQuery *> QueryPair;
33        typedef priority_queue<SceneNode *, vector<SceneNode *>, myless<vector<SceneNode *>::value_type> > PriorityQueue;
34        typedef queue<QueryPair> QueryQueue;
35        /**
36                Class which implements a scene mangager which uses occlusion queries for culling occluded objects
37        */
38        class SceneTraverser
39        {
40        public:
41                /** Construction taking the current scene manager and the current rendersystem as argument
42                @param sm current scene manager
43                @param rsys current render system
44                */
45                SceneTraverser(SceneManager *sm, RenderSystem *rsys);
46                ~SceneTraverser();
47       
48                /** Sets pointer to the current scene manager.
49                @param the scene manager */
50                void setSceneManager( SceneManager *sm );
51               
52                /** Sets pointer to the current render system
53                @param the rendersystem */
54                void setRenderSystem( RenderSystem *rsys );
55               
56                /** Sets the root of the scene hierarchy. */
57                void setSceneRoot(SceneNode *root);
58
59                /** Doing some necessary preprocessing.
60                @comment e.g., initialises occlusion queries */
61                //void preprocess( void );
62
63        protected:
64       
65                /** returns true if current node is leaf of the hierarchy */
66                bool isLeaf( ) = 0;
67               
68                void traverseNode( HierarchyNode *node);
69                /** Renders current scene node
70                @param cam current camera
71                @param node current scene node to be rendered
72                */
73                void renderNode( HierarchyNode *node);
74                       
75                /** Issue a occlusion query for this node.
76                        @param box the axis aligned bounding box of the node
77                        @wasVisible if the node was visible in previous frame
78                */
79                HardwareOcclusionQuery *issueOcclusionQuery( AxisAlignedBox *box, bool wasVisible );
80                /** Returns next available occlusion query or creates new one.
81                @return the next occlusion query
82                */
83                HardwareOcclusionQuery *getNextOcclusionQuery(void);
84                /** Pulls up the visibility from the child node.
85                @param the child node
86                */
87                void pullUpVisibility(SceneNode *node);
88                /** delete all previously defined occlusion queries */
89                void deleteQueries();
90                /** Renders bounding box of specified node.
91                @param box the bounding box of the scene node to be rendered */
92                void renderBoundingBox( AxisAlignedBox *box );
93                /** Returns one half of the bounding box.
94                @param half the half index of the bouding box (0 or 1)
95                */
96                SolidHalfBoundingBox *getSolidHalfBoundingBox( int half );
97
98                /** Initialises the distance queue. */
99                virtual void initDistanceQueue(Camera *cam);
100               
101                std::vector<HardwareOcclusionQuery *> mOcclusionQueries;
102                // two halfes of a aabb
103                SolidHalfBoundingBox *mHalfBoundingBox[2];     
104
105                int mCurrentAlgorithm;
106
107                unsigned int mFrameId;
108                unsigned int mVisibilityThreshold;
109               
110                SceneManager *mSceneManager;
111                RenderSystem *mRenderSystem;
112       
113                int mCurrentTestIdx;
114                int mQueryMode;
115
116                unsigned int mNumQueries;
117
118                //--- statistics
119                unsigned int mNumSceneNodes;
120                unsigned int mNumTraversedNodes;
121                unsigned int mNumQueryCulledNodes;
122                unsigned int mNumFrustumCulledNodes;
123                unsigned int mNumRenderedGeometry;
124                unsigned int mNumRenderedNodes;
125               
126        private:
127                // the scene root
128                HierarchyNode *mHierarchyRoot;
129                // we use a priority queue ordered by distance
130                PriorityQueue *mDistanceQueue;
131        };
132
133}
134#endif // SCENETRAVERSER_H
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