[59] | 1 | #ifndef _VisibilityTerrainSceneManager_H__
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| 2 | #define _VisibilityTerrainSceneManager_H__
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| 3 |
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| 4 | #include <OgreSceneNode.h>
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| 5 | #include <OgreTerrainSceneManager.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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[130] | 11 | #include "OgrePlatformQueryManager.h"
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[59] | 12 | #include "VisibilityManager.h"
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| 13 |
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[156] | 14 |
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[59] | 15 | namespace Ogre {
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| 16 |
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| 17 | /**
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| 18 | This class extends the terrain scene manager,
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| 19 | using occlusion queries for visibility culling.
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| 20 | */
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[130] | 21 | class __declspec(dllexport) VisibilityTerrainSceneManager: public TerrainSceneManager
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[59] | 22 | {
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| 23 | public:
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| 24 | VisibilityTerrainSceneManager(GtpVisibility::VisibilityManager *visManager);
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| 25 | ~VisibilityTerrainSceneManager();
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| 26 |
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[118] | 27 | void _renderVisibleObjects();
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[59] | 28 | void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
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| 29 | void _updateSceneGraph(Camera* cam);
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| 30 |
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| 31 | /** Sets the given option for the SceneManager
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[103] | 32 | @remarks Options are: "Algorithm", int *;
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[59] | 33 | */
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| 34 |
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[164] | 35 | virtual bool setOption(const String &, const void *);
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[59] | 36 | /** Gets the given option for the Scene VisibilityManager.
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| 37 | @remarks
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| 38 | See setOption
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| 39 | */
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[164] | 40 | virtual bool getOption(const String &, void *);
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[59] | 41 |
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[164] | 42 | bool getOptionValues(const String & key, StringVector &refValueList);
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| 43 | bool getOptionKeys(StringVector &refKeys);
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[59] | 44 |
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[118] | 45 | /** Sets the visibility manager.
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[59] | 46 | @param visManager the visibility manager
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| 47 | */
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| 48 | void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
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[118] | 49 | /** See set.
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[59] | 50 | */
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| 51 | GtpVisibility::VisibilityManager *getVisibilityManager();
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[113] | 52 |
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[114] | 53 | /** Render a set of objects, see renderSingleObject for param definitions
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| 54 | Override so we can handle delayed rendering of transparent objects
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| 55 | */
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| 56 | virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
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| 57 | bool doLightIteration, const LightList* manualLightList = 0);
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[115] | 58 |
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| 59 | /** Writes out stats into the Ogre log file.
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[103] | 60 | */
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| 61 | void WriteLog();
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| 62 |
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[121] | 63 | /** Override pass so we can do the z-fail pass.
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| 64 | */
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[115] | 65 | Pass* setPass(Pass* pass);
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| 66 |
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[121] | 67 | /** Override from SceneManager so we can skip all but first pass for depth pass.
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| 68 | */
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| 69 | bool validatePassForRendering(Pass* pass);
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| 70 |
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[122] | 71 | void RenderItemBuffer(RenderPriorityGroup* pGroup);
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[129] | 72 | void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
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[122] | 73 | void renderQueueGroupObjects(RenderQueueGroup* pGroup);
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| 74 |
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[133] | 75 | /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
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| 76 | */
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[164] | 77 | Entity* createEntity(const String& entityName, const String& meshName);
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[122] | 78 |
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[133] | 79 | /** Returns pointer to visibility manager.
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| 80 | */
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[130] | 81 | GtpVisibility::VisibilityManager *GetVisibilityManager();
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| 82 |
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[153] | 83 | /** Returns hierarchy interface.
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| 84 | */
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| 85 | OctreeHierarchyInterface *GetHierarchyInterface();
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| 86 |
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[164] | 87 | /** Inherited from scene manager. Neccesary to draw terrain properly.
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| 88 | */
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[159] | 89 | void endFrame();
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| 90 |
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[202] | 91 | void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
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| 92 | void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup);
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[159] | 93 |
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[115] | 94 | protected:
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[122] | 95 |
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[133] | 96 | /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
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| 97 | */
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[119] | 98 | void InitDepthPass();
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[133] | 99 | /** Creates material for item buffer.
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| 100 | */
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[122] | 101 | void InitItemBufferPass();
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[133] | 102 | /** Fills render queue so that a visualization can be rendered.
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| 103 | */
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[139] | 104 | void PrepareVisualization(Camera *cam);
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[158] | 105 | /** Initialises necessary parameters for hierarchical visibility culling.
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| 106 | */
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[139] | 107 | void InitVisibilityCulling(Camera *cam);
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[122] | 108 |
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[158] | 109 | /// the interface to the scene hierarchy.
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[59] | 110 | OctreeHierarchyInterface *mHierarchyInterface;
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[158] | 111 | /// manages all visibility options
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[59] | 112 | GtpVisibility::VisibilityManager *mVisibilityManager;
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[99] | 113 |
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[158] | 114 | /// if a visualization of the hierarchical culling is shown
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[99] | 115 | bool mShowVisualization;
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[158] | 116 |
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| 117 | /// if the culled nodes are indicated in the visualization
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[114] | 118 | bool mVisualizeCulledNodes;
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| 119 |
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[158] | 120 | /// if symbols for the nodes are shown in the visualization
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[103] | 121 | bool mRenderNodesForViz;
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[158] | 122 | /// if content of the nodes is shown in the visualization
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[113] | 123 | bool mRenderNodesContentForViz;
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[158] | 124 |
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| 125 | /// if we render transparents after the hierarchical traversal
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[115] | 126 | bool mDelayRenderTransparents;
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[158] | 127 |
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| 128 | /// if we use a depth pass (i.e., fill only the depth buffer in the first pass)
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[115] | 129 | bool mUseDepthPass;
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[254] | 130 | /// if we currently rendering the depth pass
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| 131 | bool mIsDepthPassPhase;
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[158] | 132 |
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| 133 | /// if we use an item buffer for rendering (i.e., object ids as color codes
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| 134 | bool mUseItemBuffer;
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| 135 | /// if we currently render the item buffer
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[254] | 136 | bool mIsItemBufferPhase;
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[158] | 137 |
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| 138 | /// if depth write should be enabled
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[133] | 139 | bool mEnableDepthWrite;
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[158] | 140 | /// if transparents are skipped during rendering
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[139] | 141 | bool mSkipTransparents;
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[115] | 142 |
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[158] | 143 | /// the depth pass (no lighting, just filling the depth buffer)
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[115] | 144 | Pass *mDepthPass;
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[122] | 145 | Pass *mItemBufferPass;
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| 146 |
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| 147 | int mCurrentEntityId;
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[158] | 148 | /// flag for passes which should not be deleted from queue during first traversal
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[139] | 149 | int mLeavePassesInQueue;
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[159] | 150 |
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| 151 | /// if transparent object are considered for item buffer visibility
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| 152 | bool mRenderTransparentsForItemBuffer;
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| 153 | /// Always execute the vertex program of a pass, e.g., for the depth pass or item buffer
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| 154 | bool mExecuteVertexProgramForAllPasses;
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[202] | 155 |
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| 156 | bool mIsHierarchicalCulling;
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[59] | 157 | };
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| 158 |
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| 159 | } // namespace Ogre
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| 160 |
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| 161 | #endif // CullingTerrainSceneManager_H |
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