source: trunk/VUT/Ogre/include/OgreOcclusionQueriesQueryManager.h @ 159

Revision 159, 1.5 KB checked in by mattausch, 19 years ago (diff)

added flags for switching on/off transparents for item buffer and vertex programs for depth pass / item buffer

Line 
1#ifndef _OcclusionQueriesQueryManager_H__
2#define _OcclusionQueriesQueryManager_H__
3
4#include "OgrePlatformQueryManager.h"
5
6namespace Ogre {
7 
8/**
9        Class which implements the QueryManager for Ogre scene queries using occlusion queries.
10*/
11class __declspec(dllexport) OcclusionQueriesQueryManager: public PlatformQueryManager
12{
13public:
14    /** Constructor taking a hierarchy interface as an argument. This allows to operate
15                on different hierarchy types, while reusing the implementation of the query methods.
16    */
17        OcclusionQueriesQueryManager(PlatformHierarchyInterface *hierarchyInterface, Viewport *vp);
18   
19    void ComputeCameraVisibility(const Camera &camera,
20                            InfoContainer<GtpVisibility::NodeInfo> *visibleNodes,
21                            InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry,
22                                InfoContainer<GtpVisibility::PatchInfo> *visiblePatches,
23                            bool relativeVisibility = false);
24   
25    /**
26        Uses the specified point to execute the visibility query in all directions.
27        @sa ComputeCameraVisibility()
28    */
29    void ComputeFromPointVisibility(const Vector3 &point,
30                               InfoContainer<GtpVisibility::NodeInfo> *visibleNodes,
31                               InfoContainer<GtpVisibility::MeshInfo> *visibleGeometry,
32                                   InfoContainer<GtpVisibility::PatchInfo> *visiblePatches,
33                               bool relativeVisibility = false);
34   
35        bool ShootRay(const Ray &ray, std::vector<Mesh *> *visibleMeshes, bool isGlobalLine = false); 
36};
37
38} // namespace Ogre
39
40#endif // OcclusionQueriesQueryManager
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