source: trunk/VUT/Ogre/include/OgreVisibilityOctreeSceneManager.h @ 115

Revision 115, 2.2 KB checked in by mattausch, 19 years ago (diff)

added depth pass algorithm + delayed transparent object rendering (so depth ordering is right)

Line 
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*/
19class VisibilityOctreeSceneManager: public OctreeSceneManager
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
30                            @remarks
31                Options are:
32                "Algorithm", int *;                     
33        */
34        virtual bool setOption(const String &, const void *);
35        /** Gets the given option for the Scene VisibilityManager.
36            @remarks
37                See setOption
38        */
39        virtual bool getOption(const String &, void *);
40
41        bool getOptionValues(const String & key, StringVector &refValueList);
42        bool getOptionKeys(StringVector &refKeys);
43
44        /** Sets the visibility manager.
45                @param visManager the visibility manager
46        */
47        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
48        /** See set.
49        */
50        GtpVisibility::VisibilityManager *getVisibilityManager( void );
51
52        /** Writes out stats into the Ogre log file.
53        */
54        void WriteLog();
55       
56        /** Render a set of objects, see renderSingleObject for param definitions
57                Override so we can handle delayed rendering of transparent objects
58        */
59        virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
60            bool doLightIteration, const LightList* manualLightList = 0);
61protected:
62
63        void CreateDepthPass();
64
65        OctreeHierarchyInterface *mHierarchyInterface;
66        GtpVisibility::VisibilityManager *mVisibilityManager;
67       
68        bool mShowVisualization;
69        bool mSkipTransparents;
70        bool mVisualizeCulledNodes;
71
72        bool mRenderNodesForViz;
73        bool mRenderNodesContentForViz;
74        bool mDelayRenderTransparents;
75        bool mUseDepthPass;
76
77        Pass *mDepthPass;
78};
79
80} // namespace Ogre
81
82#endif // VisibilityOctreeSceneManager_H
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