source: trunk/VUT/Ogre/include/OgreVisibilityTerrainSceneManager.h @ 164

Revision 164, 4.9 KB checked in by mattausch, 19 years ago (diff)

bug fix (deleting while animation)

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"
[130]11#include "OgrePlatformQueryManager.h"
[59]12#include "VisibilityManager.h"
13
[156]14
[59]15namespace Ogre {
16
17/**
18        This class extends the terrain scene manager,
19        using occlusion queries for visibility culling.
20*/
[130]21class __declspec(dllexport) VisibilityTerrainSceneManager: public TerrainSceneManager
[59]22{
23public:
24        VisibilityTerrainSceneManager(GtpVisibility::VisibilityManager *visManager);
25        ~VisibilityTerrainSceneManager();
26
[118]27        void _renderVisibleObjects();
[59]28        void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
29        void _updateSceneGraph(Camera* cam);
30
31        /** Sets the given option for the SceneManager
[103]32                @remarks Options are: "Algorithm", int *;                       
[59]33        */
34       
[164]35        virtual bool setOption(const String &, const void *);
[59]36        /** Gets the given option for the Scene VisibilityManager.
37            @remarks
38                See setOption
39        */
[164]40        virtual bool getOption(const String &, void *);
[59]41
[164]42        bool getOptionValues(const String & key, StringVector &refValueList);
43        bool getOptionKeys(StringVector &refKeys);
[59]44
[118]45        /** Sets the visibility manager.
[59]46                @param visManager the visibility manager
47        */
48        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
[118]49        /** See set.
[59]50        */
51        GtpVisibility::VisibilityManager *getVisibilityManager();
[113]52
[114]53        /** Render a set of objects, see renderSingleObject for param definitions
54                Override so we can handle delayed rendering of transparent objects
55        */
56        virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
57            bool doLightIteration, const LightList* manualLightList = 0);
[115]58
59        /** Writes out stats into the Ogre log file.
[103]60        */
61        void WriteLog();
62
[121]63        /** Override pass so we can do the z-fail pass.
64        */
[115]65        Pass* setPass(Pass* pass);
66
[121]67        /** Override from SceneManager so we can skip all but first pass for depth pass.
68        */
69        bool validatePassForRendering(Pass* pass);
70
[122]71        void RenderItemBuffer(RenderPriorityGroup* pGroup);
[129]72        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
[122]73        void renderQueueGroupObjects(RenderQueueGroup* pGroup);
74
[133]75        /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
76        */
[164]77        Entity* createEntity(const String& entityName, const String& meshName);
[122]78
[133]79        /** Returns pointer to visibility manager.
80        */
[130]81        GtpVisibility::VisibilityManager *GetVisibilityManager();
82
[153]83        /** Returns hierarchy interface.
84        */
85        OctreeHierarchyInterface *GetHierarchyInterface();
86
[164]87        /** Inherited from scene manager. Neccesary to draw terrain properly.
88        */
[159]89        void endFrame();
90
91
[115]92protected:
[122]93       
[133]94        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
95        */
[119]96        void InitDepthPass();
[133]97        /** Creates material for item buffer.
98        */
[122]99        void InitItemBufferPass();
[133]100        /** Fills render queue so that a visualization can be rendered.
101        */
[139]102        void PrepareVisualization(Camera *cam);
[158]103        /** Initialises necessary parameters for hierarchical visibility culling.
104        */
[139]105        void InitVisibilityCulling(Camera *cam);
[122]106
[158]107        /// the interface to the scene hierarchy.
[59]108        OctreeHierarchyInterface *mHierarchyInterface;
[158]109        /// manages all visibility options
[59]110        GtpVisibility::VisibilityManager *mVisibilityManager;
[99]111
[158]112        /// if a visualization of the hierarchical culling is shown
[99]113        bool mShowVisualization;
[158]114
115        /// if the culled nodes are indicated in the visualization
[114]116        bool mVisualizeCulledNodes;
117
[158]118        /// if symbols for the nodes are shown in the visualization
[103]119        bool mRenderNodesForViz;
[158]120        /// if content of the nodes is shown in the visualization
[113]121        bool mRenderNodesContentForViz;
[158]122
123        /// if we render transparents after the hierarchical traversal
[115]124        bool mDelayRenderTransparents;
[158]125
126        /// if we use a depth pass (i.e., fill only the depth buffer in the first pass)
[115]127        bool mUseDepthPass;
[158]128        /// if we currently render the depth pass
[122]129        bool mRenderDepthPass;
[158]130       
131        /// if we use an item buffer for rendering (i.e., object ids as color codes
132        bool mUseItemBuffer;
133        /// if we currently render the item buffer
[122]134        bool mRenderItemBuffer;
[158]135
136        /// if depth write should be enabled
[133]137        bool mEnableDepthWrite;
[158]138        /// if transparents are skipped during rendering
[139]139        bool mSkipTransparents;
[115]140
[158]141        /// the depth pass (no lighting, just filling the depth buffer)
[115]142        Pass *mDepthPass;
[122]143        Pass *mItemBufferPass;
144
145        int mCurrentEntityId;
[158]146        /// flag for passes which should not be deleted from queue during first traversal
[139]147        int mLeavePassesInQueue;
148        ShadowTechnique mSavedShadowTechnique;
[159]149
150        /// if transparent object are considered for item buffer visibility
151        bool mRenderTransparentsForItemBuffer;
152        /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
153        bool mExecuteVertexProgramForAllPasses;
[59]154};
155
156} // namespace Ogre
157
158#endif // CullingTerrainSceneManager_H
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