source: trunk/VUT/GtpVisibility/include/HierarchyInterface.h @ 112

Revision 112, 4.5 KB checked in by mattausch, 20 years ago (diff)
RevLine 
[59]1#ifndef _GtpVisibilityHierarchyInterface_H__
2#define _GtpVisibilityHierarchyInterface_H__
3
4#include "DistanceQueue.h"
5
6namespace GtpVisibility {
7
[112]8enum  CullingType {QUERY_CULLED, FRUSTUM_CULLED};
9
[59]10/**     Class which implements a hierarchy interface for a scene hierarchy.
11*/
12class HierarchyInterface
13{
14public:
15        /** Default constructor.
16        */
17        HierarchyInterface();
18        virtual ~HierarchyInterface();
19        /** Returns true if current node is leaf of the hierarchy.
20                @param node hierarchy node
21                @returns true if node is leaf
22        */
[74]23    virtual bool IsLeaf(HierarchyNode *node) const = 0;
[59]24        /** Traverses the given node.
25                @param node the hierarchy node
26        */
27        virtual void TraverseNode(HierarchyNode *node) = 0;
28        /** Renders current scene node .
29                @param node current scene node to be rendered
30        */
31        virtual void RenderNode(HierarchyNode *node) = 0;
32        /** Pulls up the visibility from the current node recursively to the parent nodes.
33                @param node the current node
34        */
35        virtual void PullUpVisibility(HierarchyNode *node) = 0;
36        /** Issue a occlusion query for this node.
37                @param node the current hierarchy node
38                @returns occlusion query for this node
39        */
[86]40        virtual OcclusionQuery *IssueOcclusionQuery(HierarchyNode *node,
41                const bool wasVisible = false) = 0;
[59]42        /** Sets the root of the scene hierarchy.
43                @param root the hierarchy root
44        */
45        void SetSceneRoot(HierarchyNode *root);
[74]46    /** Get the root of the scene hierarchy.
47                @return the hierarchy root
48        */
49        HierarchyNode *GetSceneRoot() const;
[59]50        /** Sets the scene root and initialises this scene traverser for a traversal.
51                @param root current scene root
52                @remark initialises some parameters, and also the statistics.
53        */
54        void InitFrame(HierarchyNode *root);
55        /** Returns current frame id.
56                @returns frame id
57        */
[74]58        unsigned int GetFrameId() const;
[59]59        /** Returns the current distance queue.
60                @returns current distance queue
61        */
62        DistanceQueue *GetQueue();
[87]63        /** Returns distance of the node to the view plane.
64                @param node1 the hierarchy node
[59]65        */                     
[87]66        virtual float GetSquaredDistance(HierarchyNode *node) const = 0;
[59]67        /** Checks if the node is visible from the current view frustum.
68                @param node the current node
69                @param intersects returns true if the current node intersects the near plane
70        */
71        virtual bool CheckFrustumVisible(HierarchyNode *node, bool &intersects) = 0;
[74]72        /** Checks if the node is visible from the current view frustum.
73                @param node the current node
74        */
75        bool CheckFrustumVisible(HierarchyNode *node);
[59]76        /** Returns next available occlusion query or creates new one.
77                @return the next occlusion query
78        */
79        virtual OcclusionQuery *GetNextOcclusionQuery() = 0;
80        /** Returns true if there is renderable geometry attached to this node
81                @param node the current node
82                @returns if the node has renderable geometry
83        */
[74]84    virtual bool HasGeometry(HierarchyNode *node) const = 0;
[59]85        /** Sets the visible flag for this node.
86                @param node the current node
87                @param visible the visible flag
88        */
89        virtual void SetNodeVisible(HierarchyNode *node, const bool visible) = 0;
90        /** Returns true if node has the visible flag set. See set
91        */
[74]92        virtual bool IsNodeVisible(HierarchyNode *node) const = 0;
[59]93        /** Sets the last visited frame id for this node.
94                @param node the current node
95                @param frameId the current frame id
96        */
[74]97        virtual void SetLastVisited(HierarchyNode *node,
98                                                                const unsigned int frameId) = 0;
[59]99        /** Returns frame id when this node was last visited by the traverser. See set
100        */
[74]101        virtual unsigned int LastVisited(HierarchyNode *node) const = 0;
102        /** Returns number of traversed nodes.
103        */
104        unsigned int GetNumTraversedNodes();
105        /** Returns number of rendered nodes.
106        */
107        unsigned int GetNumRenderedNodes();
[86]108        /** Optimization when issuing occlusion test: test is done with actual geometry
109                rather than the bounding box
110                @param useOptimization if the optimization should be used
111        */
112        void SetUseOptimization(bool useOptimization);
[112]113        //bool mIsShadowPass;
[59]114
[112]115        /** Visualization of a culled node, dependent on the culling type.
116                @param type can be one of FRUSTUM_CULLED, QUERY_CULLED
117        */
118        virtual void VisualizeCulledNode(HierarchyNode *node,
119                CullingType type) = NULL;
[111]120
[59]121protected:
122       
[86]123        bool mUseOptimization;
[59]124        unsigned int mFrameId;
125
126        int mCurrentTestIdx;
127       
128        //--- statistics
129        unsigned int mNumTraversedNodes;
130        unsigned int mNumRenderedNodes;
131
132        DistanceQueue *mDistanceQueue;
133        HierarchyNode *mSceneRoot;
[85]134        HierarchyNode *mPreviousNode;
[111]135
136       
[59]137};
138} // namespace GtpVisibility
[112]139#endif // GtpVisisibilityHierarchyInterface_H
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