source: trunk/VUT/GtpVisibility/include/HierarchyInterface.h @ 370

Revision 370, 6.2 KB checked in by mattausch, 19 years ago (diff)

fixed specular bug in trees
added batched query manager
added t information to ray bsp leaves

RevLine 
[59]1#ifndef _GtpVisibilityHierarchyInterface_H__
2#define _GtpVisibilityHierarchyInterface_H__
3
4#include "DistanceQueue.h"
[130]5#include "VisibilityMesh.h"
[155]6#include <stack>
[59]7
8namespace GtpVisibility {
9
[112]10enum  CullingType {QUERY_CULLED, FRUSTUM_CULLED};
11
[370]12typedef std::vector<HierarchyNode *> NodeVector;
13typedef std::vector<GtpVisibility::Mesh *> GeometryVector;
14typedef std::vector<GtpVisibility::Patch *> PatchVector;
[130]15typedef std::pair<HierarchyNode *, OcclusionQuery *> QueryPair;
[370]16typedef std::pair<HierarchyNode *, bool> PendingQuery;
[130]17typedef std::queue<QueryPair> QueryQueue;
[370]18typedef std::queue<PendingQuery> PendingQueue;
[130]19
[158]20
[59]21/**     Class which implements a hierarchy interface for a scene hierarchy.
22*/
23class HierarchyInterface
24{
25public:
26        /** Default constructor.
27        */
28        HierarchyInterface();
29        virtual ~HierarchyInterface();
30        /** Returns true if current node is leaf of the hierarchy.
31                @param node hierarchy node
32                @returns true if node is leaf
33        */
[74]34    virtual bool IsLeaf(HierarchyNode *node) const = 0;
[155]35        /** Traverses and renders the given node.
[59]36                @param node the hierarchy node
37        */
[158]38        virtual void TraverseNode(HierarchyNode *node) = 0;
[130]39        /** Renders current hierarchy node.
40                @param node current hierarchy node to be rendered
[59]41        */
42        virtual void RenderNode(HierarchyNode *node) = 0;
43        /** Pulls up the visibility from the current node recursively to the parent nodes.
44                @param node the current node
45        */
[345]46        virtual void PullUpVisibility(HierarchyNode *node) const = 0;
[59]47        /** Issue a occlusion query for this node.
48                @param node the current hierarchy node
49                @returns occlusion query for this node
50        */
[175]51        virtual OcclusionQuery *IssueNodeOcclusionQuery(HierarchyNode *node,
[86]52                const bool wasVisible = false) = 0;
[59]53        /** Sets the root of the scene hierarchy.
54                @param root the hierarchy root
55        */
[155]56        void SetHierarchyRoot(HierarchyNode *root);
[74]57    /** Get the root of the scene hierarchy.
58                @return the hierarchy root
59        */
[155]60        HierarchyNode *GetHierarchyRoot() const;
[158]61        /** Sets the scene root and initialises this hierarchy interface for a traversal.               
[155]62                @remark also resets the statistics evaluated in the last traversal
[59]63        */
[158]64        void InitTraversal();
[59]65        /** Returns current frame id.
66                @returns frame id
67        */
[74]68        unsigned int GetFrameId() const;
[155]69        /** Returns a pointer to the distance queue.
70                @returns current distance queue.
71                @remark the distance queue stores hierarchy nodes in a front-to-back order
[59]72        */
73        DistanceQueue *GetQueue();
[87]74        /** Returns distance of the node to the view plane.
75                @param node1 the hierarchy node
[59]76        */                     
[87]77        virtual float GetSquaredDistance(HierarchyNode *node) const = 0;
[59]78        /** Checks if the node is visible from the current view frustum.
79                @param node the current node
80                @param intersects returns true if the current node intersects the near plane
81        */
82        virtual bool CheckFrustumVisible(HierarchyNode *node, bool &intersects) = 0;
[74]83        /** Checks if the node is visible from the current view frustum.
84                @param node the current node
85        */
86        bool CheckFrustumVisible(HierarchyNode *node);
[59]87        /** Returns next available occlusion query or creates new one.
88                @return the next occlusion query
89        */
90        virtual OcclusionQuery *GetNextOcclusionQuery() = 0;
91        /** Returns true if there is renderable geometry attached to this node
92                @param node the current node
93                @returns if the node has renderable geometry
94        */
[74]95    virtual bool HasGeometry(HierarchyNode *node) const = 0;
[59]96        /** Sets the visible flag for this node.
97                @param node the current node
98                @param visible the visible flag
99        */
[345]100        virtual void SetNodeVisible(HierarchyNode *node, const bool visible) const = 0;
[59]101        /** Returns true if node has the visible flag set. See set
102        */
[74]103        virtual bool IsNodeVisible(HierarchyNode *node) const = 0;
[59]104        /** Sets the last visited frame id for this node.
105                @param node the current node
106                @param frameId the current frame id
107        */
[74]108        virtual void SetLastVisited(HierarchyNode *node,
[345]109                                                                const unsigned int frameId) const = 0;
[59]110        /** Returns frame id when this node was last visited by the traverser. See set
111        */
[74]112        virtual unsigned int LastVisited(HierarchyNode *node) const = 0;
113        /** Returns number of traversed nodes.
114        */
115        unsigned int GetNumTraversedNodes();
116        /** Returns number of rendered nodes.
117        */
118        unsigned int GetNumRenderedNodes();
[155]119               
[112]120        //bool mIsShadowPass;
[59]121
[112]122        /** Visualization of a culled node, dependent on the culling type.
123                @param type can be one of FRUSTUM_CULLED, QUERY_CULLED
124        */
125        virtual void VisualizeCulledNode(HierarchyNode *node,
[345]126                CullingType type) const = 0;
[111]127
[175]128        /** Returns vector of visible hierarchy nodes from previous render.
[130]129        */
[174]130        std::vector<HierarchyNode *> *GetVisibleNodes();
[130]131        /** Returns vector of previoulsy rendered geometry.
132        */
133       
[155]134        /** Returns the geometry of a given hierarchy node.
135                @param node the hierarchy node containing the geometry
136                @param geometryList geometry is returned in this list
137                @param includeChildren if the geometry of the children should be taken into account
[130]138        */
[155]139        virtual void GetNodeGeometryList(GtpVisibility::HierarchyNode *node,   
[370]140                                                         GeometryVector *geometryList,
[130]141                                                         bool includeChildren) = 0;
142
[158]143       
[155]144        /** This is an optimization when issuing the occlusion test.
145                The test is done with actual geometry rather than the bounding
[158]146                box of leave nodes previously marked as visible.
147
[155]148                @param testGeometry if this optimization should be used
149                @remark this option is only useful for the coherent hierarchical culling algorithm
150        */
151        void TestGeometryForVisibleLeaves(bool testGeometry);
152
153
[59]154protected:
[155]155        /// chc optimization for testing geometry of leaves instead of bounding box
156        bool mTestGeometryForVisibleLeaves;
[158]157        /// the current frame number
[59]158        unsigned int mFrameId;
[158]159        /// points to the last occlusion query in the query list
[59]160        int mCurrentTestIdx;
161       
[155]162        /// number of traversed nodes
[59]163        unsigned int mNumTraversedNodes;
[158]164
165        /// The queue is useful for rendering hierarchy nodes in front to back order.
[59]166        DistanceQueue *mDistanceQueue;
[111]167
[155]168        /// the root of the hierarchy
169        HierarchyNode *mHierarchyRoot;
170       
[158]171        /// buffer for a node pointer
[155]172        HierarchyNode *mSavedNode;
[158]173        /// list of rendered hierarchy nodes (e.g., useful for exact visibility queries)
[174]174        std::vector<HierarchyNode *> mVisibleNodes;
[59]175};
176} // namespace GtpVisibility
[155]177
[112]178#endif // GtpVisisibilityHierarchyInterface_H
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