source: trunk/VUT/Ogre/include/OgreVisibilityOctreeSceneManager.h @ 202

Revision 202, 4.9 KB checked in by mattausch, 19 years ago (diff)

stable

RevLine 
[59]1#ifndef _VisibilityOctreeSceneManager_H__
2#define _VisibilityOctreeSceneManager_H__
3
4#include <OgreSceneNode.h>
5#include <OgreOctreeSceneManager.h>
6#include <OgreOctreeNode.h>
7#include <OgreOctreeCamera.h>
8#include <OgrePrerequisites.h>
9
10#include "OgreOctreeHierarchyInterface.h"
11#include "VisibilityManager.h"
12
13namespace Ogre {
14
15/**
16        This class extends the octree scene manager, using
17        occlusion queries for visibility culling.
18*/
[159]19class __declspec(dllexport) VisibilityOctreeSceneManager: public OctreeSceneManager
[59]20{
21public:
22        VisibilityOctreeSceneManager(GtpVisibility::VisibilityManager *visManager);
23        ~VisibilityOctreeSceneManager();
24
25        void _renderVisibleObjects();
26        void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
27        void _updateSceneGraph(Camera* cam );
28
29        /** Sets the given option for the SceneManager
[118]30                @remarks Options are: "Algorithm", int *;                       
[59]31        */
[118]32       
[59]33        virtual bool setOption(const String &, const void *);
34        /** Gets the given option for the Scene VisibilityManager.
35            @remarks
36                See setOption
37        */
38        virtual bool getOption(const String &, void *);
39
40        bool getOptionValues(const String & key, StringVector &refValueList);
41        bool getOptionKeys(StringVector &refKeys);
42
43        /** Sets the visibility manager.
44                @param visManager the visibility manager
45        */
46        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
47        /** See set.
48        */
[118]49        GtpVisibility::VisibilityManager *getVisibilityManager();
[115]50       
[114]51        /** Render a set of objects, see renderSingleObject for param definitions
52                Override so we can handle delayed rendering of transparent objects
53        */
54        virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
55            bool doLightIteration, const LightList* manualLightList = 0);
[118]56
57        /** Writes out stats into the Ogre log file.
58        */
59        void WriteLog();
60
[159]61        /** Override pass so we can do the z-fail pass.
62        */
[118]63        Pass* setPass(Pass* pass);
64
[159]65        /** Override from SceneManager so we can skip all but first pass for depth pass.
66        */
67        bool validatePassForRendering(Pass* pass);
68
69        void RenderItemBuffer(RenderPriorityGroup* pGroup);
70        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
71        void renderQueueGroupObjects(RenderQueueGroup* pGroup);
72
73        /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
74        */
75        //Entity* createEntity(const String& entityName, const String& meshName);
76
77        /** Returns pointer to visibility manager.
78        */
79        GtpVisibility::VisibilityManager *GetVisibilityManager();
80
81        /** Returns hierarchy interface.
82        */
83        OctreeHierarchyInterface *GetHierarchyInterface();
84
[187]85        void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
86        void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
[159]87
[59]88protected:
[159]89       
90        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
91        */
[119]92        void InitDepthPass();
[159]93        /** Creates material for item buffer.
94        */
95        void InitItemBufferPass();
96        /** Fills render queue so that a visualization can be rendered.
97        */
98        void PrepareVisualization(Camera *cam);
99        /** Initialises necessary parameters for hierarchical visibility culling.
100        */
101        void InitVisibilityCulling(Camera *cam);
[130]102       
[159]103        /// the interface to the scene hierarchy.
[59]104        OctreeHierarchyInterface *mHierarchyInterface;
[159]105        /// manages all visibility options
[59]106        GtpVisibility::VisibilityManager *mVisibilityManager;
[100]107       
[159]108        /// if a visualization of the hierarchical culling is shown
[100]109        bool mShowVisualization;
[159]110
111        /// if the culled nodes are indicated in the visualization
[112]112        bool mVisualizeCulledNodes;
[113]113
[159]114        /// if symbols for the nodes are shown in the visualization
[114]115        bool mRenderNodesForViz;
[159]116        /// if content of the nodes is shown in the visualization
[114]117        bool mRenderNodesContentForViz;
[159]118
119        /// render transparents after the hierarchical traversal
[115]120        bool mDelayRenderTransparents;
[159]121
122        /// use a depth pass (i.e., fill only the depth buffer in the first pass)
[115]123        bool mUseDepthPass;
[159]124        /// flag indicating if we currently render the depth pass
[122]125        bool mRenderDepthPass;
[115]126
[159]127        /// if we use an item buffer for rendering (i.e., object ids as color codes
128        bool mUseItemBuffer;
129        /// if we currently render the item buffer
130        bool mRenderItemBuffer;
131
132        /// if depth write should be enabled
133        bool mEnableDepthWrite;
134        /// if transparents are skipped during rendering
135        bool mSkipTransparents;
136
137        /// the depth pass (no lighting, just filling the depth buffer)
[115]138        Pass *mDepthPass;
[159]139        Pass *mItemBufferPass;
140
141        int mCurrentEntityId;
142        /// flag for passes which should not be deleted from queue during first traversal
143        int mLeavePassesInQueue;
[202]144       
[159]145
146        /// if transparent object are considered for item buffer visibility
147        bool mRenderTransparentsForItemBuffer;
148        /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
149        bool mExecuteVertexProgramForAllPasses;
[187]150
151        bool mIsHierarchicalCulling;
[59]152};
153
154} // namespace Ogre
155
156#endif // VisibilityOctreeSceneManager_H
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