source: trunk/VUT/Ogre/include/OgrePlatformHierarchyInterface.h @ 121

Revision 121, 4.5 KB checked in by mattausch, 19 years ago (diff)
Line 
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
9//#include "OgreSolidHalfBoundingBox.h"
10#include "OgreSolidBoundingBox.h"
11#include "HierarchyInterface.h"
12#include "OgrePlatformOcclusionQuery.h"
13
14/** This namespace contains the Ogre dependent classes.
15*/
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               
36        /** Sets the current camera used for the rendering.
37                @param cam the current camera
38        */
39        void SetCamera(Camera *cam);
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);
45        /** Initialises this scene traverser for the current frame.
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         
52        */
53        void InitFrame(GtpVisibility::HierarchyNode *root, Camera *cam, Camera *cullCam = NULL, bool leaveTransparentsInQueue = false);
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);
63        /** Sets pointer to the current render system .
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
74                @param wasVisible if the node was visible in the last frame
75                @returns occlusion query for this node
76        */
77        GtpVisibility::OcclusionQuery *IssueOcclusionQuery(
78                GtpVisibility::HierarchyNode *node, const bool wasVisible);
79
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        /** see set */
85        bool GetOnlyShadowCasters();
86        /** see set */
87        bool GetUseOptimization();
88
89        /** true if bounding box query is currently active. */
90    bool IsBoundingBoxQuery();
91
92protected:
93        /** materials for visualizing frustum and query culled nodes */
94        void CreateNodeVizMaterials();
95
96        /** A pass that prepares an occlusion query.
97                @remark disables depth write, colour write, lighting,
98                vertex and fragment program.
99        */
100        void SetOcclusionPass();
101
102        /** Deletes all occlusion queries.
103        */
104        void DeleteQueries();
105        /** Renders bounding box of specified node.
106                @param box the bounding box of the scene node to be rendered
107        */
108        void RenderBoundingBox(AxisAlignedBox *box);
109
110        /** Returns pointer to current renderable bounding box geometry
111        */
112        SolidBoundingBox *GetSolidBoundingBox();
113
114        /** Returns pointer to current renderable half bounding box geometry
115        */
116        //SolidHalfBoundingBox *GetSolidHalfBoundingBox();
117
118        /** Renderable of an aabb
119        */
120        SolidBoundingBox *mSolidBoundingBox;
121
122        SceneManager *mSceneManager;
123        RenderSystem *mRenderSystem;
124
125        Camera *mCamera;
126        Camera *mCullCamera;
127
128        AxisAlignedBox mBox;
129       
130        std::vector<PlatformOcclusionQuery *> mOcclusionQueries;
131
132        bool mOnlyShadowCasters;
133        bool mLeaveTransparentsInQueue;
134        bool mIsBoundingBoxQuery;
135};
136
137} // namespace Ogre
138
139#endif // PlatformHierarchyInterface_H
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