source: trunk/VUT/Ogre/include/OgreVisibilityTerrainSceneManager.h @ 119

Revision 119, 2.5 KB checked in by mattausch, 19 years ago (diff)
RevLine 
[59]1#ifndef _VisibilityTerrainSceneManager_H__
2#define _VisibilityTerrainSceneManager_H__
3
4#include <OgreSceneNode.h>
5#include <OgreTerrainSceneManager.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 terrain scene manager,
17        using occlusion queries for visibility culling.
18*/
19class VisibilityTerrainSceneManager: public TerrainSceneManager
20{
21public:
22        VisibilityTerrainSceneManager(GtpVisibility::VisibilityManager *visManager);
23        ~VisibilityTerrainSceneManager();
24
[118]25        void _renderVisibleObjects();
[59]26        void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
27        void _updateSceneGraph(Camera* cam);
28
29        /** Sets the given option for the SceneManager
[103]30                @remarks Options are: "Algorithm", int *;                       
[59]31        */
32       
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
[118]43        /** Sets the visibility manager.
[59]44                @param visManager the visibility manager
45        */
46        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
[118]47        /** See set.
[59]48        */
49        GtpVisibility::VisibilityManager *getVisibilityManager();
[113]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);
[115]56
57        /** Writes out stats into the Ogre log file.
[103]58        */
59        void WriteLog();
60
[115]61        /** Override pass so we can do the z-fail pass */
62        Pass* setPass(Pass* pass);
63
64protected:
65        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer */
[119]66        void InitDepthPass();
[115]67        void ShowVisualization(Camera *cam);
[59]68        OctreeHierarchyInterface *mHierarchyInterface;
69        GtpVisibility::VisibilityManager *mVisibilityManager;
[99]70
71        bool mShowVisualization;
[115]72        bool mSkipTransparents;
[114]73        bool mVisualizeCulledNodes;
74
[103]75        bool mRenderNodesForViz;
[113]76        bool mRenderNodesContentForViz;
[115]77        bool mDelayRenderTransparents;
78        bool mUseDepthPass;
79        bool mIsDepthPass;
80
81        Pass *mDepthPass;
[59]82};
83
84} // namespace Ogre
85
86#endif // CullingTerrainSceneManager_H
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