1 | #ifndef _PlatformHierarchyInterface_H__
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2 | #define _PlatformHierarchyInterface_H__
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3 |
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4 | #include <OgreSceneManager.h>
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5 | #include <OgrePrerequisites.h>
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6 | #include <OgreCamera.h>
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7 | #include <OgreRenderSystem.h>
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8 |
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9 | //#include "OgreSolidHalfBoundingBox.h"
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10 | #include "OgreSolidBoundingBox.h"
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11 | #include "HierarchyInterface.h"
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12 | #include "VisibilityInfo.h"
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13 | #include "OgrePlatformOcclusionQuery.h"
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14 |
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15 | /** This namespace contains the Ogre dependent classes.
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16 | */
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17 | namespace Ogre {
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18 |
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19 | /** Class which implements a hierarchy interface for a specific type of hierarchy.
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20 | @remark also provides methods for using occlusion queries on the hierarchy nodes
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21 | */
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22 | class PlatformHierarchyInterface: public GtpVisibility::HierarchyInterface
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23 | {
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24 | public:
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25 | /** Construction taking the current scene manager and the current rendersystem as argument
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26 | @param sm current scene manager
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27 | @param rsys current render system
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28 | */
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29 | PlatformHierarchyInterface(SceneManager *sm, RenderSystem *rsys);
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30 | ~PlatformHierarchyInterface();
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31 |
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32 | /** Returns next available occlusion query or creates new one.
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33 | @return the next occlusion query
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34 | */
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35 | GtpVisibility::OcclusionQuery *GetNextOcclusionQuery();
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36 |
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37 | /** Sets the current camera used for the rendering.
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38 | @param cam the current camera
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39 | */
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40 | void SetCamera(Camera *cam);
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41 | /** Sets the current camera used for culling.
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42 | @param cam the current camera
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43 | @remark the default is the camera used for rendering
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44 | */
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45 | void SetCullCamera(Camera *cullCam);
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46 | /** Initialises this scene traverser for the current frame.
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47 | @remark This is a convenience method which resets the stats,
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48 | sets the current camera, and initialises the distance queue.
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49 | @param cam the actual camera definding the view frustum
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50 | @param cullCam the camera used for culling.
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51 | @remark If cullCam is null, the actual camera is used for both viewing and culling
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52 | */
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53 | void InitTraversal(Camera *cam, Camera *cullCam = NULL, int leavePassesInQueue = 0);
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54 | /** Checks if the node is visible from the current view frustum.
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55 | @param node the current node
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56 | @param intersects returns true if the current node intersects the near plane
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57 | */
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58 | bool CheckFrustumVisible(GtpVisibility::HierarchyNode *node, bool &intersects);
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59 | /** Sets pointer to the current scene manager.
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60 | @param sm the scene manager
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61 | */
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62 | void SetSceneManager(SceneManager *sm);
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63 | /** Sets pointer to the current render system .
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64 | @param rsys the rendersystem
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65 | */
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66 | void SetRenderSystem(RenderSystem *rsys);
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67 | /** Returns pointer to bounding box of node.
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68 | @param node current hierarchy node
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69 | @returns bounding box of current node
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70 | */
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71 | virtual AxisAlignedBox *GetBoundingBox(GtpVisibility::HierarchyNode *node) = 0;
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72 | /** Issue a occlusion query for this node.
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73 | @param node the current hierarchy node
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74 | @param wasVisible if the node was visible in the last frame
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75 | @returns occlusion query for this node
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76 | */
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77 | GtpVisibility::OcclusionQuery *IssueNodeOcclusionQuery(
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78 | GtpVisibility::HierarchyNode *node, const bool wasVisible);
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79 |
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80 | /** Issue a occlusion query for this mesh.
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81 | @param mesh the mesh for which an occlusion query is issued.
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82 | @returns occlusion query for this mesh.
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83 | */
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84 | GtpVisibility::OcclusionQuery *IssueMeshOcclusionQuery(GtpVisibility::Mesh *mesh);
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85 |
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86 | /** If true, the interface finds and renders only objects which are marked as shadow casters.
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87 | @remark This is important for the shadow texture pass
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88 | */
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89 | void SetOnlyShadowCasters(bool onlyShadowCasters);
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90 | /** see set
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91 | */
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92 | bool GetOnlyShadowCasters();
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93 | /** see set
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94 | */
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95 | bool GetTestGeometryForVisibleLeaves();
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96 | /** see set
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97 | */
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98 | SceneManager *GetSceneManager();
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99 |
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100 | /** see set
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101 | */
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102 | RenderSystem *GetRenderSystem();
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103 |
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104 | /** true if bounding box query is currently active.
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105 | */
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106 | bool IsBoundingBoxQuery();
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107 |
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108 | GtpVisibility::OcclusionQuery *IssuePatchOcclusionQuery(GtpVisibility::Patch *patch);
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109 |
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110 | /** Deletes all occlusion queries.
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111 | */
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112 | void DeleteQueries();
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113 |
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114 | protected:
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115 | /** Renders the given geometry
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116 | */
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117 | void RenderGeometry(GtpVisibility::Mesh *geom);
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118 |
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119 | /** Renders the given patch
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120 | */
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121 | void RenderPatch(GtpVisibility::Patch *patch);
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122 |
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123 | /** Materials for visualizing frustum and query culled nodes.
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124 | */
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125 | void CreateNodeVizMaterials();
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126 |
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127 | /** Returns pointer to current renderable bounding box geometry.
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128 | */
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129 | SolidBoundingBox *GetSolidBoundingBox();
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130 |
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131 | /** A pass that prepares an occlusion query.
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132 | @remark disables depth write, colour write, lighting,
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133 | vertex and fragment program.*/
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134 | //void SetOcclusionPass();
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135 |
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136 | /** Renders given bounding box.
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137 | @param box the bounding box of the scene node to be rendered
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138 | */
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139 | void RenderBoundingBox(AxisAlignedBox *box);
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140 |
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141 | /** Renderable of an aabb.
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142 | */
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143 | SolidBoundingBox *mSolidBoundingBox;
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144 |
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145 | SceneManager *mSceneManager;
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146 | RenderSystem *mRenderSystem;
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147 |
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148 | Camera *mCamera;
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149 | Camera *mCullCamera;
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150 |
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151 | AxisAlignedBox mBox;
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152 |
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153 | std::vector<PlatformOcclusionQuery *> mOcclusionQueries;
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154 |
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155 | bool mOnlyShadowCasters;
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156 | int mLeavePassesInQueue;
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157 | bool mIsBoundingBoxQuery;
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158 | };
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159 |
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160 | } // namespace Ogre
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161 |
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162 | #endif // PlatformHierarchyInterface_H |
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