1 | #ifndef _OcclusionCullingSceneManager_H__
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2 | #define _OcclusionCullingSceneManager_H__
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3 |
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4 | #include "OgreSceneNode.h"
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5 | #include "OgreSceneManager.h"
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6 | #include "OgrePrerequisites.h"
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7 | #include <queue>
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8 |
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9 | using namespace std; |
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10 | |
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11 | namespace Ogre { |
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12 | /** |
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13 | This class implements the compare operator for the priority queue. |
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14 | a lower distance has a higher value in the queue |
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15 | */ |
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16 | template <typename T> class myless
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17 | {
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18 | public:
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19 | |
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20 | //bool operator() (HierarchyNode *v1, HierarchyNode *v2) const
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21 | bool operator() (T v1, T v2) const
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22 | {
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23 | return true;//(v1->getSquaredViewDepth(cam) > v2->getSquaredViewDepth(cam));
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24 | }
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25 | };
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26 |
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27 | typedef priority_queue<SceneNode *, vector<SceneNode *>, myless<vector<SceneNode *>::value_type> > PriorityQueue;
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28 |
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29 | /**
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30 | Class which implements a scene mangager which uses occlusion queries for culling occluded objects
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31 | */
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32 | class OcclusionCullingSceneManager : public SceneManager
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33 | {
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34 | public:
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35 | enum {RENDER_CULL_FRUSTUM, RENDER_STOP_AND_WAIT, RENDER_COHERENT, NUM_RENDERMODES};
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36 |
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37 | OcclusionCullingSceneManager();
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38 |
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39 | /** Overriden from SceneManager. */
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40 | void _renderVisibleObjects(void);
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41 |
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42 | protected:
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43 |
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44 | void walkTree(SceneNode *node);
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45 |
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46 | /** renders the scene with view frustum culling only */
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47 | void renderCullFrustum();
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48 |
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49 | /** we use a priority queue rather than a renderstack */
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50 | PriorityQueue mDistanceQueue;
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51 |
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52 | int mFrameID;
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53 | };
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54 |
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55 | }
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56 | #endif // OCCLUSIONCULLINGSCENEMANAGER_H |
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