[59] | 1 | #ifndef _VisibilityQueryManager_H__
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| 2 | #define _VisibilityQueryManager_H__
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| 3 |
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[65] | 4 | #include <vector>
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| 5 |
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[59] | 6 | #include "VisibilityInfo.h"
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[65] | 7 | #include "VisibilityVector3.h"
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| 8 | #include "VisibilityCamera.h"
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| 9 | #include "VisibilityRay.h"
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[59] | 10 |
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[65] | 11 | namespace GtpVisibility {
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| 12 |
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[130] | 13 | typedef std::vector<OcclusionQuery *> QueryList;
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| 14 |
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[65] | 15 | /** This abstract class defines interface for a specific visibility query
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| 16 | algorithm. The interface supports two from point visibility queries and
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| 17 | the ray shooting query. The output of the queries consists of list of
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| 18 | visible meshes and hierarchy nodes. The from point queries will be implemented
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| 19 | either with item bufferring or based purelly on occlusion queries. Note that
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| 20 | the actuall implementation can also exploit the
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| 21 | output of the visibility preprocessor.
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[59] | 22 | */
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[71] | 23 | class QueryManager
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| 24 | {
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| 25 | public:
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[65] | 26 | /** Constructor taking a hierarchy interface as an argument. This allows to operate
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[130] | 27 | on different hierarchy types, while reusing the implementation of the query methods.
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[65] | 28 | */
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[174] | 29 | QueryManager(HierarchyInterface *hierarchyInterface, int queryModes);
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[65] | 30 |
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| 31 | /**
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| 32 | Computes restricted visibility from point by using an explicit camera to execute
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| 33 | the visibility query.
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| 34 | @param camera The camera to be used
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[59] | 35 |
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[65] | 36 | @param visibleNodes Pointer to the container where visible nodes should be added.
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| 37 | This set is formed of visible leafs or fully visible interior nodes.
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| 38 | If NULL no visible nodes are not evaluated.
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| 39 |
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| 40 | @param visibleGeometry Pointer to the container where visible meshes should be added.
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| 41 | If NULL no visible meshes are not evaluated.
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| 42 |
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[143] | 43 | @param projectedPixels If true the visibility member for
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[65] | 44 | NodeInfo and MeshInfo represent relative visibility; i.e. the number of visible
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| 45 | pixels divided by the the number of projected pixels.
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| 46 |
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| 47 | @return true if the corresponding PVS exists.
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| 48 | */
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| 49 | virtual void
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| 50 | ComputeCameraVisibility(const Camera &camera,
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[316] | 51 | NodeInfoContainer *visibleNodes,
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| 52 | MeshInfoContainer *visibleGeometry,
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| 53 | PatchInfoContainer *visiblePatches,
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[144] | 54 | bool relativeVisibility = false
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[65] | 55 | ) = 0;
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| 56 |
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| 57 | /**
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| 58 | Uses the specified point to execute the visibility query in all directions.
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| 59 | @sa ComputeCameraVisibility()
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| 60 | */
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| 61 | virtual void
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| 62 | ComputeFromPointVisibility(const Vector3 &point,
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[316] | 63 | NodeInfoContainer *visibleNodes,
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| 64 | MeshInfoContainer *visibleGeometry,
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| 65 | PatchInfoContainer *visiblePatches,
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[144] | 66 | bool relativeVisibility = false
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[65] | 67 | ) = 0;
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| 68 |
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[59] | 69 | /**
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[113] | 70 | Ray shooting interface: finds an intersection with objects in the scene.
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[65] | 71 |
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| 72 | @param ray The given input ray (assuming the ray direction is normalized)
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| 73 |
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| 74 | @param visibleMeshes List of meshes intersecting the ray
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| 75 |
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| 76 | @param isGlobalLine If false only first intersection with opaque object is returned.
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| 77 | Otherwise all intersections of the ray with the scene are found.
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| 78 |
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| 79 | @return true if there is any intersection.
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[71] | 80 | */
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[65] | 81 | virtual bool
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| 82 | ShootRay(const Ray &ray,
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| 83 | std::vector<Mesh *> *visibleMeshes,
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| 84 | bool isGlobalLine = false
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| 85 | );
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[59] | 86 |
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[130] | 87 | /** Sets the hierarchy interface.
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| 88 | @remark the traversal depends on the type of hierarchyInterface the scene consists of.
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[71] | 89 | */
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[130] | 90 | void SetHierarchyInterface(HierarchyInterface *hierarchyInterface);
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[59] | 91 |
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[174] | 92 | enum {PATCH_VISIBILITY = 2,
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| 93 | GEOMETRY_VISIBILITY = 4,
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| 94 | NODE_VISIBILITY = 8};
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| 95 |
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[59] | 96 | protected:
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| 97 |
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[174] | 98 | HierarchyInterface *mHierarchyInterface;
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| 99 | int mQueryModes;
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[59] | 100 | };
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| 101 |
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[65] | 102 | };
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| 103 |
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[59] | 104 | #endif // VisibilityQueryManager
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