source: trunk/VUT/Ogre/include/OgreVisibilityTerrainSceneManager.h @ 139

Revision 139, 3.5 KB checked in by mattausch, 20 years ago (diff)

fixed bug with tight octree boxes
added more flexible renderqueue (can delete per flag)
reordered functions in visibility terrain scene manager

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 "OgrePlatformQueryManager.h"
12#include "VisibilityManager.h"
13
14namespace Ogre {
15
16/**
17        This class extends the terrain scene manager,
18        using occlusion queries for visibility culling.
19*/
20class __declspec(dllexport) VisibilityTerrainSceneManager: public TerrainSceneManager
21{
22public:
23        VisibilityTerrainSceneManager(GtpVisibility::VisibilityManager *visManager);
24        ~VisibilityTerrainSceneManager();
25
26        void _renderVisibleObjects();
27        void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
28        void _updateSceneGraph(Camera* cam);
29
30        /** Sets the given option for the SceneManager
31                @remarks Options are: "Algorithm", int *;                       
32        */
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();
51
52        /** Render a set of objects, see renderSingleObject for param definitions
53                Override so we can handle delayed rendering of transparent objects
54        */
55        virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,
56            bool doLightIteration, const LightList* manualLightList = 0);
57
58        /** Writes out stats into the Ogre log file.
59        */
60        void WriteLog();
61
62        /** Override pass so we can do the z-fail pass.
63        */
64        Pass* setPass(Pass* pass);
65
66        /** Override from SceneManager so we can skip all but first pass for depth pass.
67        */
68        bool validatePassForRendering(Pass* pass);
69
70        void RenderItemBuffer(RenderPriorityGroup* pGroup);
71        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass);
72        void renderQueueGroupObjects(RenderQueueGroup* pGroup);
73
74        /** Override from SceneManager so that sub entities can be assigned an id for item buffer.
75        */
76        Entity* createEntity(const String& entityName, const String& meshName);
77
78        /** Returns pointer to visibility manager.
79        */
80        GtpVisibility::VisibilityManager *GetVisibilityManager();
81
82protected:
83       
84        /** Creates material for depth pass, e.g., a pass that only fills the depth buffer.
85        */
86        void InitDepthPass();
87        /** Creates material for item buffer.
88        */
89        void InitItemBufferPass();
90        /** Fills render queue so that a visualization can be rendered.
91        */
92        void PrepareVisualization(Camera *cam);
93       
94        void InitVisibilityCulling(Camera *cam);
95
96
97        OctreeHierarchyInterface *mHierarchyInterface;
98        GtpVisibility::VisibilityManager *mVisibilityManager;
99
100        bool mShowVisualization;
101        bool mVisualizeCulledNodes;
102
103        bool mRenderNodesForViz;
104        bool mRenderNodesContentForViz;
105        bool mDelayRenderTransparents;
106        bool mUseDepthPass;
107        bool mRenderDepthPass;
108        bool mRenderItemBuffer;
109        bool mEnableDepthWrite;
110        bool mSkipTransparents;
111
112        Pass *mDepthPass;
113        Pass *mItemBufferPass;
114
115        int mCurrentEntityId;
116
117        PlatformQueryManager *mQueryManager;
118
119        int mLeavePassesInQueue;
120        ShadowTechnique mSavedShadowTechnique;
121};
122
123} // namespace Ogre
124
125#endif // CullingTerrainSceneManager_H
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