1 | #ifndef _VisibilityQueryManager_H__
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2 | #define _VisibilityQueryManager_H__
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3 |
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4 | #include <vector>
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5 |
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6 | #include "VisibilityInfo.h"
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7 | #include "VisibilityVector3.h"
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8 | #include "VisibilityCamera.h"
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9 | #include "VisibilityRay.h"
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10 |
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11 | namespace GtpVisibility {
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12 |
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13 | typedef std::vector<OcclusionQuery *> QueryList;
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14 |
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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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22 | */
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23 | class QueryManager
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24 | {
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25 | public:
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26 | /** Constructor taking a hierarchy interface as an argument. This allows to operate
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27 | on different hierarchy types, while reusing the implementation of the query methods.
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28 | */
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29 | QueryManager(HierarchyInterface *hierarchyInterface, int queryModes);
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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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35 |
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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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43 | @param projectedPixels If true the visibility member for
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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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51 | InfoContainer<NodeInfo> *visibleNodes,
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52 | InfoContainer<MeshInfo> *visibleGeometry,
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53 | InfoContainer<GtpVisibility::PatchInfo> *visiblePatches,
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54 | bool relativeVisibility = false
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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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63 | InfoContainer<NodeInfo> *visibleNodes,
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64 | InfoContainer<MeshInfo> *visibleGeometry,
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65 | InfoContainer<GtpVisibility::PatchInfo> *visiblePatches,
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66 | bool relativeVisibility = false
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67 | ) = 0;
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68 |
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69 | /**
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70 | Ray shooting interface: finds an intersection with objects in the scene.
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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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80 | */
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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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86 |
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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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89 | */
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90 | void SetHierarchyInterface(HierarchyInterface *hierarchyInterface);
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91 |
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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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96 | protected:
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97 |
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98 | HierarchyInterface *mHierarchyInterface;
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99 | int mQueryModes;
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100 | };
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101 |
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102 | };
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103 |
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104 | #endif // VisibilityQueryManager
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