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