[35] | 1 | #ifndef _OcclusionCullingSceneTraverser_H__
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| 2 | #define _OcclusionCullingSceneTraverser_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 "OgreSolidHalfBoundingBox.h"
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| 8 | #include "OgreCamera.h"
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| 9 | #include "OgreRenderSystem.h"
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| 10 | #include <queue>
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| 11 |
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| 12 | using namespace std; |
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| 13 | |
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| 14 | namespace Ogre { |
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| 15 | /** |
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| 16 | This class implements the compare operator for the priority queue. |
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| 17 | a lower distance has a higher value in the queue |
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| 18 | */ |
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| 19 | template <typename T> class myless
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| 20 | {
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| 21 | public:
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| 22 | myless(Camera *cam) { mCamera = cam; } |
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| 23 | //bool operator() (HierarchyNode *v1, HierarchyNode *v2) const
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| 24 | bool operator() (T v1, T v2) const
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| 25 | {
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| 26 | return v1->getSquaredViewDepth(mCamera) > v2->getSquaredViewDepth(mCamera);
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| 27 | }
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| 28 | private:
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| 29 | Camera *mCamera;
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| 30 | };
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| 31 |
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| 32 | typedef pair<SceneNode *, HardwareOcclusionQuery *> query_pair;
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| 33 | typedef priority_queue<SceneNode *, vector<SceneNode *>, myless<vector<SceneNode *>::value_type> > PriorityQueue;
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| 34 | typedef queue<query_pair> QueryQueue;
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| 35 | /**
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| 36 | Class which implements a scene mangager which uses occlusion queries for culling occluded objects
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| 37 | */
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| 38 | class OcclusionCullingSceneTraverser
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| 39 | {
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| 40 | public:
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| 41 | /** Construction taking the current scene manager and the current rendersystem as argument
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| 42 | @param sm current scene manager
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| 43 | @param rsys current render system
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| 44 | */
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| 45 | OcclusionCullingSceneTraverser(SceneManager *sm, RenderSystem *rsys);
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| 46 | ~OcclusionCullingSceneTraverser();
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| 47 |
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| 48 | enum {RENDER_CULL_FRUSTUM, RENDER_STOP_AND_WAIT, RENDER_COHERENT, NUM_RENDERMODES};
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| 49 |
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| 50 | /** Renders the scene with the specified algorithm |
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| 51 | @comment |
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| 52 | The algorithm type can be set with the parameter "Algorithm" and setOption. |
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| 53 | |
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| 54 | The algorithm is one of: |
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| 55 | RENDER_CULL_FRUSTUM: renders the scene with view frustum culling only |
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| 56 | RENDER_STOP_AND_WAIT: renders the scene with the hierarchical stop and wait algorithm |
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| 57 | RENDER_COHERENT: renders the scene with the coherent hierarchical algorithm |
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| 58 | |
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| 59 | @param cam current camera
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| 60 | @param root root of hierarchy
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| 61 | */
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| 62 | void renderScene( Camera *cam, SceneNode *root );
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| 63 |
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| 64 |
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| 65 | /** Sets the given option for the scene traverser.
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| 66 | @remarks
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| 67 | Options are:
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| 68 | "Algorithm", int *;
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| 69 | */
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| 70 | bool setOption( const String &, const void * );
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| 71 | /** Gets the given option for the scene traverser.
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| 72 | @remarks
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| 73 | See setOption
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| 74 | */
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| 75 | bool getOption( const String &, void * );
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| 76 | bool getOptionKeys( StringVector &refKeys );
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| 77 |
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| 78 | /** Sets pointer to the current scene manager.
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| 79 | @param the scene manager */
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| 80 | void setSceneManager( SceneManager *sm );
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| 81 |
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| 82 | /** Sets pointer to the current render system
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| 83 | @param the rendersystem */
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| 84 | void setRenderSystem( RenderSystem *rsys );
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| 85 |
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| 86 | /** Doing some necessary preprocessing.
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| 87 | @comment e.g., initialises occlusion queries */
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| 88 | void preprocess( void );
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| 89 |
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| 90 | /** Sets the current number of scene nodes in the scene.
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| 91 | @param num number of scene nodes
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| 92 | */
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| 93 | void setNumSceneNodes(int num );
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| 94 |
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| 95 | protected:
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| 96 | /** query mode (= without color) or RENDER_MODE */
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| 97 | enum {MODE_QUERY, MODE_RENDER};
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| 98 | /** returns true if node is leaf of the hierarchy */
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| 99 | bool isLeaf( SceneNode *node );
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| 100 | //HACK
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| 101 | //unsigned int countSceneNodes(SceneNode *node);
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| 102 | void traverseNode( Camera *cam, SceneNode *node );
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| 103 | /** Renders current scene node
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| 104 | @param cam current camera
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| 105 | @param node current scene node to be rendered
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| 106 | */
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| 107 | void renderSceneNode( Camera *cam, SceneNode *node);
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| 108 | /** Sets rendering mode, e.g. query mode or render mode*/
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| 109 | void setRenderingMode( int mode );
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| 110 | /** Renders the scene with view frustum culling only. */ |
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| 111 | void renderCullFrustum( Camera *cam ); |
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| 112 | /** Renders the scene with the hierarchical stop and wait algorithm. */ |
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| 113 | void renderStopAndWait( Camera *cam ); |
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| 114 | /** Renders the scene with the coherent hierarchical algorithm and the query queye. */ |
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| 115 | void renderCoherentWithQueue( Camera *cam );
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| 116 | /** Issue a occlusion query for this node. */
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| 117 | HardwareOcclusionQuery *issueOcclusionQuery( SceneNode *node, bool wasVisible );
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| 118 | /** Pulls up the visibility from the child nodes. */
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| 119 | void pullUpVisibility( SceneNode *node );
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| 120 | /** delete all previously defined occlusion queries */
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| 121 | void deleteQueries();
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| 122 | /** Renders bounding box of specified node.
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| 123 | @param the scene node contained in the bounding box to be rendered
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| 124 | */
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| 125 | void renderBoundingBox( SceneNode *node );
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| 126 | /** Returns one half of the bounding box.
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| 127 | @param the half of the bouding box
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| 128 | */
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| 129 | SolidHalfBoundingBox *getSolidHalfBoundingBox( int half );
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| 130 |
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| 131 | // we use a priority queue rather than a renderstack
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| 132 | PriorityQueue *mDistanceQueue;
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| 133 |
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| 134 | std::vector<HardwareOcclusionQuery *> mOcclusionQueries;
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| 135 | // two halfes of a aabb
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| 136 | SolidHalfBoundingBox *mHalfBoundingBox[2];
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| 137 |
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| 138 | int mCurrentAlgorithm;
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| 139 |
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| 140 | unsigned int mFrameId;
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| 141 | unsigned int mVisibilityThreshold;
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| 142 |
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| 143 | SceneManager *mSceneManager;
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| 144 | RenderSystem *mRenderSystem;
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| 145 |
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| 146 | int mCurrentTestIdx;
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| 147 | int mQueryMode;
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| 148 |
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| 149 | //--- statistics |
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| 150 | unsigned int mNumSceneNodes; |
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| 151 | unsigned int mNumTraversedNodes; |
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| 152 | unsigned int mNumQueryCulledNodes; |
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| 153 | unsigned int mNumFrustumCulledNodes; |
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| 154 | unsigned int mNumRenderedGeometry;
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| 155 | };
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| 156 |
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| 157 | }
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| 158 | #endif // OCCLUSIONCULLINGSCENEMANAGER_H |
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