source: trunk/VUT/Ogre/include/OgreVisibilityTerrainSceneManager.h @ 254

Revision 254, 5.0 KB checked in by mattausch, 19 years ago (diff)

added some hack for video recording

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