source: trunk/VUT/Ogre/include/OgrePlatformHierarchyInterface.h @ 103

Revision 103, 4.1 KB checked in by mattausch, 20 years ago (diff)

fixed bug with shadow maps

RevLine 
[59]1#ifndef _PlatformHierarchyInterface_H__
2#define _PlatformHierarchyInterface_H__
3
4#include <OgreSceneManager.h>
5#include <OgrePrerequisites.h>
6#include <OgreCamera.h>
7#include <OgreRenderSystem.h>
8
[92]9//#include "OgreSolidHalfBoundingBox.h"
10#include "OgreSolidBoundingBox.h"
[59]11#include "HierarchyInterface.h"
12#include "OgrePlatformOcclusionQuery.h"
13
[71]14/** This namespace contains the Ogre dependent classes.
15*/
[59]16namespace Ogre {
17
18/**     Class which implements a hierarchy interface for a specific type of hierarchy.
19        @remark also provides methods for using occlusion queries on the hierarchy nodes
20*/
21class PlatformHierarchyInterface: public GtpVisibility::HierarchyInterface
22{
23public:
24        /** Construction taking the current scene manager and the current rendersystem as argument
25                @param sm current scene manager
26                @param rsys current render system
27        */
28        PlatformHierarchyInterface(SceneManager *sm, RenderSystem *rsys);
29        ~PlatformHierarchyInterface();
30               
31        /** Returns next available occlusion query or creates new one.
32                @return the next occlusion query
33        */
34        GtpVisibility::OcclusionQuery *GetNextOcclusionQuery();
35               
[94]36        /** Sets the current camera used for the rendering.
[59]37                @param cam the current camera
38        */
39        void SetCamera(Camera *cam);
[94]40        /** Sets the current camera used for culling.
41                @param cam the current camera
42                @remark the default is the camera used for rendering
43        */
44        void SetCullCamera(Camera *cullCam);
[59]45        /** Initialises this scene traverser for the current frame.
[103]46                @remark This is a convenience method which resets the stats,
47                                sets the current camera, and initialises the distance queue.
48                @param root root of the hierarchy
49                @param cam the actual camera definding the view frustum
50                @param cullCam the camera used for culling.
51                @remark If null, the actual camera is used for both viewing and culling         
[59]52        */
[94]53        void InitFrame(GtpVisibility::HierarchyNode *root, Camera *cam, Camera *cullCam = NULL);
[59]54        /** Checks if the node is visible from the current view frustum.
55                @param node the current node
56                @param intersects returns true if the current node intersects the near plane
57        */
58        bool CheckFrustumVisible(GtpVisibility::HierarchyNode *node, bool &intersects);
59        /** Sets pointer to the current scene manager.
60                @param sm the scene manager
61        */
62        void SetSceneManager(SceneManager *sm);
[103]63        /** Sets pointer to the current render system .
[59]64                @param rsys the rendersystem
65        */
66        void SetRenderSystem(RenderSystem *rsys);
67        /** Returns pointer to bounding box of node.
68                @param node current hierarchy node
69                @returns bounding box of current node
70        */
71        virtual AxisAlignedBox *GetBoundingBox(GtpVisibility::HierarchyNode *node) = 0;
72        /** Issue a occlusion query for this node.
73                @param node the current hierarchy node
[86]74                @param wasVisible if the node was visible in the last frame
[59]75                @returns occlusion query for this node
76        */
[86]77        GtpVisibility::OcclusionQuery *IssueOcclusionQuery(
78                GtpVisibility::HierarchyNode *node, const bool wasVisible);
[59]79
[103]80        /** If true, the interface finds and renders only objects which are marked as shadow casters.
81                @remark This is important for the shadow texture pass
82        */
83        void SetOnlyShadowCasters(bool onlyShadowCasters);
84
[59]85protected:
[103]86        /** A pass that prepares an occlusion query.
87                @remark disables depth write, colour write, lighting,
88                vertex and fragment program.
89        */
90        void SetOcclusionPass();
91
[59]92        /** Deletes all occlusion queries.
93        */
94        void DeleteQueries();
95        /** Renders bounding box of specified node.
96                @param box the bounding box of the scene node to be rendered
97        */
98        void RenderBoundingBox(AxisAlignedBox *box);
[103]99
[92]100        /** Returns pointer to current renderable bounding box geometry
101        */
102        SolidBoundingBox *GetSolidBoundingBox();
[59]103
[103]104        /** Returns pointer to current renderable half bounding box geometry
[59]105        */
[103]106        //SolidHalfBoundingBox *GetSolidHalfBoundingBox();
107
108        /** Renderable of an aabb
109        */
[92]110        SolidBoundingBox *mSolidBoundingBox;
[59]111
112        SceneManager *mSceneManager;
113        RenderSystem *mRenderSystem;
114
115        Camera *mCamera;
[94]116        Camera *mCullCamera;
117
[59]118        AxisAlignedBox mBox;
[85]119       
[59]120        std::vector<PlatformOcclusionQuery *> mOcclusionQueries;
[103]121
122        bool mOnlyShadowCasters;
[59]123};
124
125} // namespace Ogre
126
127#endif // PlatformHierarchyInterface_H
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