source: trunk/VUT/Ogre/include/OgreVisibilityTerrainSceneManager.h @ 122

Revision 122, 3.2 KB checked in by mattausch, 19 years ago (diff)
Line 
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
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 Options are: "Algorithm", int *;                       
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
43        /** Sets the visibility manager.
44                @param visManager the visibility manager
45        */
46        void setVisibilityManager(GtpVisibility::VisibilityManager *visManager);
47        /** See set.
48        */
49        GtpVisibility::VisibilityManager *getVisibilityManager();
50
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);
56
57        /** Writes out stats into the Ogre log file.
58        */
59        void WriteLog();
60
61        /** Override pass so we can do the z-fail pass.
62        */
63        Pass* setPass(Pass* pass);
64
65        /** Override from SceneManager so we can skip all but first pass for depth pass.
66        */
67        bool validatePassForRendering(Pass* pass);
68
69        void RenderItemBuffer(RenderPriorityGroup* pGroup);
70        void RenderSingleObjectForItemBuffer(Renderable *rend);
71        void renderQueueGroupObjects(RenderQueueGroup* pGroup);
72
73        /** Override from SceneManager so that sub entities can be assigned an id for item buffer */
74        Entity* createEntity(const String& entityName, const String& meshName);
75
76protected:
77       
78        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer. */
79        void InitDepthPass();
80        /** Creates material for item buffer. */
81        void InitItemBufferPass();
82        /** Fills render queue so that a visualization can be rendered. */
83        void ShowVisualization(Camera *cam);
84
85        OctreeHierarchyInterface *mHierarchyInterface;
86        GtpVisibility::VisibilityManager *mVisibilityManager;
87
88        bool mShowVisualization;
89        bool mSkipTransparents;
90        bool mVisualizeCulledNodes;
91
92        bool mRenderNodesForViz;
93        bool mRenderNodesContentForViz;
94        bool mDelayRenderTransparents;
95        bool mUseDepthPass;
96        bool mRenderDepthPass;
97        bool mRenderItemBuffer;
98
99        Pass *mDepthPass;
100        Pass *mItemBufferPass;
101
102        int mCurrentEntityId;
103};
104
105} // namespace Ogre
106
107#endif // CullingTerrainSceneManager_H
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