250 lines
12 KiB
C++
250 lines
12 KiB
C++
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/**************************************************************************************/
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/* */
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/* Visualization Library */
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/* http://visualizationlibrary.org */
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/* */
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/* Copyright (c) 2005-2020, Michele Bosi */
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/* All rights reserved. */
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/* */
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/* Redistribution and use in source and binary forms, with or without modification, */
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/* are permitted provided that the following conditions are met: */
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/* */
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/* - Redistributions of source code must retain the above copyright notice, this */
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/* list of conditions and the following disclaimer. */
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/* */
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/* - Redistributions in binary form must reproduce the above copyright notice, this */
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/* list of conditions and the following disclaimer in the documentation and/or */
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/* other materials provided with the distribution. */
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/* */
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/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
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/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
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/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */
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/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */
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/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */
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/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */
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/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
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/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */
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/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */
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/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
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/* */
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/**************************************************************************************/
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#ifndef PortalSceneManager_INCLUDE_ONCE
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#define PortalSceneManager_INCLUDE_ONCE
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#include <vlGraphics/Actor.hpp>
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#include <vlCore/Vector4.hpp>
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#include <vlCore/Vector3.hpp>
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#include <vlGraphics/SceneManager.hpp>
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#include <vlCore/Log.hpp>
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#include <vlGraphics/Frustum.hpp>
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namespace vl
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{
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//-----------------------------------------------------------------------------
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class Sector;
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class SceneManagerPortals;
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//-----------------------------------------------------------------------------
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//! A planar convex polygon used to define the visibility from one Sector to another.
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//! See also:
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//! - SceneManagerPortals
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//! - Sector
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//! - \ref pagGuidePortals "Portal-Based Culling and Scene Management Tutorial"
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class VLGRAPHICS_EXPORT Portal: public Object
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{
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VL_INSTRUMENT_CLASS(vl::Portal, Object)
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friend class SceneManagerPortals;
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public:
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//! Constructor.
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Portal()
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{
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VL_DEBUG_SET_OBJECT_NAME()
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mIsOpen = true;
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mVisitTick = 0;
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}
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//! The set of points defining the shape of the portal. The points must define a planar convex polygon and must be in world coordinates.
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std::vector<fvec3>& geometry() { return mPortalGeometry; }
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//! The set of points defining the shape of the portal. The points must define a planar convex polygon and must be in world coordinates.
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const std::vector<fvec3>& geometry() const { return mPortalGeometry; }
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//! The Sector that is behind the portal and that is seen through the portal.
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void setTargetSector(Sector* sector) { mTargetSector = sector; }
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//! The Sector that is behind the portal and that is seen through the portal.
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Sector* targetSector() { return mTargetSector; }
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//! The Sector that is behind the portal and that is seen through the portal.
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const Sector* targetSector() const { return mTargetSector; }
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//! If a Portal is closed or open. If the portal is closed then the camera cannot see the targetSector() through this portal.
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bool isOpen() const { return mIsOpen; }
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//! If a Portal is closed or open. If the portal is closed then the camera cannot see the targetSector() through this portal.
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void setIsOpen(bool is_open) { mIsOpen = is_open; }
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protected:
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//! Used internally.
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void setNormal(const fvec3& n) { mNormal = n; }
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//! Used internally.
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const fvec3& normal() const { return mNormal; }
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//! Computes the normal of the portal polygon.
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//! Must be called after all the sectors have been setup, linked to their portal, and their AABB has been updated.
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bool computeNormal();
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protected:
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std::vector<fvec3> mPortalGeometry;
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Sector* mTargetSector;
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fvec3 mNormal;
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unsigned int mVisitTick;
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bool mIsOpen;
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};
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//-----------------------------------------------------------------------------
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/** Defines an area containg a set if Actors that is connected to other Sector[s] through its Portal[s].
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* See also:
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* - SceneManagerPortals
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* - Portal
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* - \ref pagGuidePortals "Portal-Based Culling and Scene Management Tutorial"
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*/
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class VLGRAPHICS_EXPORT Sector: public Object
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{
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VL_INSTRUMENT_CLASS(vl::Sector, Object)
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public:
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/** A callback object called each time a Sector becomes visible through a Portal.
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* Note: a callback can be called multiple times with the same Sector argument if a Sector is discovered multiple times through different portals.
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* Using callbacks can be very useful to perform special actions upon sector discovery, like enabling/disabling animations, enabling/disabling
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* a ActorKdTree scene manager or a Terrain scene manager to render the external environment etc.
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*/
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class VisibilityCallback: public Object
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{
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public:
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/** Callback.
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* Note: a callback can be called multiple times with the same Sector argument if a Sector is discovered multiple times through different portals.
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*
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* \param cam The current Camera.
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* \param psm The SceneManagerPortals that generated the callback.
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* \param s The Sector that has become visible.
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* \param p The Portal used to enter the Sector. It is set to NULL if \p s is the starting Sector (the Sector in which the camera is).
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*/
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virtual void operator()(const Camera* cam, SceneManagerPortals* psm, Sector* s, Portal* p) = 0;
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};
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public:
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//! Constructor.
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Sector()
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{
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VL_DEBUG_SET_OBJECT_NAME()
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mActors = new ActorCollection;
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}
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//! The Actor object contained in a sector. An actor can be part of multiple sectors.
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ActorCollection* actors() { return mActors.get(); }
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//! The Actor object contained in a sector. An actor can be part of multiple sectors.
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const ActorCollection* actors() const { return mActors.get(); }
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//! The portals within a sector that connect it to other sectors.
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std::vector< ref<Portal> >& portals() { return mPortals; }
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//! The portals within a sector that connect it to other sectors.
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const std::vector< ref<Portal> >& portals() const { return mPortals; }
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//! A set of volumes used to test if the camera is or not inside a Sector.
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//! The volumes of a sector must not intersecate with the volumes of another sector.
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std::vector< AABB >& volumes() { return mVolumes; }
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//! A set of volumes used to test if the camera is or not inside a Sector.
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//! The volumes of a sector must not intersecate with the volumes of another sector.
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const std::vector< AABB >& volumes() const { return mVolumes; }
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//! Returns the bounding box of all the Actors in the sector.
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AABB computeBoundingBox();
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std::vector< ref<VisibilityCallback> >& callbacks() { return mCallbacks; }
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const std::vector< ref<VisibilityCallback> >& callbacks() const { return mCallbacks; }
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void executeCallbacks(const Camera*cam,SceneManagerPortals* psm, Portal*p);
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protected:
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std::vector< ref<Portal> > mPortals;
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std::vector< AABB > mVolumes;
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ref< ActorCollection > mActors;
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std::vector< ref<VisibilityCallback> > mCallbacks;
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};
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//-----------------------------------------------------------------------------
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/** The SceneManagerPortals calss implements a portal-based hidden surface removal algorithm to efficently render highly occluded scenes.
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* \sa
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* - \ref pagGuidePortals "Portal-Based Culling and Scene Management Tutorial"
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* - Portal
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* - Sector
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* - Actor
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* - ActorKdTree
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* - ActorTree
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* - SceneManager
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* - SceneManagerBVH
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* - SceneManagerActorKdTree
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* - SceneManagerActorTree
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*/
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class VLGRAPHICS_EXPORT SceneManagerPortals: public SceneManager
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{
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VL_INSTRUMENT_CLASS(vl::SceneManagerPortals, SceneManager)
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public:
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//! Constructor.
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SceneManagerPortals(): mExternalSector(new Sector), mVisitTick(1), mShowPortals(false)
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{
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VL_DEBUG_SET_OBJECT_NAME()
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}
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//! Appends to the given list all the Actors contained in the scene regardless of their visibility.
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void extractActors(ActorCollection& list);
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//! Appends to the given list all the visible Actors using the portal culling algorithm.
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void extractVisibleActors(ActorCollection& list, const Camera* camera);
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//! The Sectors that are part of the scene.
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std::vector< ref<Sector> >& sectors() { return mSectors; }
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//! The Sectors that are part of the scene.
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const std::vector< ref<Sector> >& sectors() const { return mSectors; }
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//! Returns the external sector.
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//! The external sector is a special sector that is considered visible when the camera is not inside any other sector.
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//! The external sector can be used to contain objects that are outside the indoor environment defined by the other "normal" sectors.
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//! For example, you could use the SceneManagerPortals to model a house and put in the external sector all the objects that are outside
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//! the house. The portals inside the house can point to the external sector so that the objects outside the house are
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//! rendered only if they are visible through a door or a window for maximum performances. Of course you can also go from an external sector
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//! to an internal sector just as well using one or more portals.
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Sector* externalSector() { return mExternalSector.get(); }
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//! Returns the external sector.
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const Sector* externalSector() const { return mExternalSector.get(); }
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//! Compute the normal of the sectors.
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void computePortalNormals();
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//! Calls computePortalNormals() and performs some error checking.
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void initialize();
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//! Whether portals should be shown in the rendering or not.
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bool showPortals() const { return mShowPortals; }
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//! Whether portals should be shown in the rendering or not.
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void setShowPortals(bool show) { mShowPortals = show; }
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//! Regenerates the portal actors next time their rendering is requested.
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void invalidatePortalActors() { mPortalActorMap.clear(); }
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//! The stack of frustums active at a given point during sector discovery.
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const std::vector<Frustum>& frustumStack() const { return mFrustumStack; }
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protected:
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void renderPortal(Portal* portal);
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void visitSector(Sector* prev, Sector* sector, const vec3& eye, const Camera* camera);
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Sector* computeStartingSector(const Camera* camera);
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protected:
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ref<Sector> mExternalSector;
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std::vector< ref<Sector> > mSectors;
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std::vector< ref<Actor> > mTempActors;
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std::map<Portal*, ref<Actor> > mPortalActorMap;
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std::vector<Frustum> mFrustumStack;
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unsigned mVisitTick;
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bool mShowPortals;
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};
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//-----------------------------------------------------------------------------
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}
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#endif
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