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