117 lines
6.2 KiB
C++
117 lines
6.2 KiB
C++
/**************************************************************************************/
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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 OcclusionCullRenderer_INCLUDE_ONCE
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#define OcclusionCullRenderer_INCLUDE_ONCE
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#include <vlGraphics/Renderer.hpp>
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namespace vl
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{
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//------------------------------------------------------------------------------
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// OcclusionCullRenderer
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//------------------------------------------------------------------------------
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/** Wraps a Renderer performing occlusion culling acceleration.
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* For more information see \ref pagGuideOcclusionCulling */
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class VLGRAPHICS_EXPORT OcclusionCullRenderer: public Renderer
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{
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VL_INSTRUMENT_CLASS(vl::OcclusionCullRenderer, Renderer)
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public:
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/** Constructor. */
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OcclusionCullRenderer();
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/** Renders using the wrapped renderer but also performing occlusion culling. */
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virtual const RenderQueue* render(const RenderQueue* in_render_queue, Camera* camera, real frame_clock);
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/** The renderer to be wrapped by this occlusion culling renderer */
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void setWrappedRenderer(Renderer* renderer);
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/** The renderer to be wrapped by this occlusion culling renderer */
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const Renderer* wrappedRenderer() const { return mWrappedRenderer.get(); }
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/** The renderer to we wrapped by this occlusion culling renderer */
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Renderer* wrappedRenderer() { return mWrappedRenderer.get(); }
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/** The number of pixels visible for an actor to be considered occluded (default = 0) */
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void setOcclusionThreshold(int threshold) { mOcclusionThreshold = threshold; }
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/** The number of pixels visible for an actor to be considered occluded (default = 0) */
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int occlusionThreshold() const { return mOcclusionThreshold; }
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/** Returns the wrapped Renderer's Framebuffer */
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const Framebuffer* framebuffer() const;
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/** Returns the wrapped Renderer's Framebuffer */
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Framebuffer* framebuffer();
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/** Returns the total number or objects candidate for rendering before occlusion culling. */
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int statsTotalObjects() const { return mStatsTotalObjects; }
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/** Returns the number or objects not rendered due to the occlusion culling. */
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int statsOccludedObjects() const { return mStatsOccludedObjects; }
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/** The Shader used to render the bounding boxes during the occlusion culling query.
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* For example if you have problems with the zbuffer percision you can access the Shader to modify
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* the polygon offset settings. */
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Shader* occlusionShader() { return mOcclusionShader.get(); }
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/** The Shader used to render the bounding boxes during the occlusion culling query.
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* For example if you have problems with the zbuffer percision you can access the Shader to modify
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* the polygon offset settings. */
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const Shader* occlusionShader() const { return mOcclusionShader.get(); }
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/** The Shader used to render the bounding boxes during the occlusion culling query.
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* For example if you have problems with the zbuffer percision you can access the Shader to modify
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* the polygon offset settings. */
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void setOcclusionShader(Shader* occ_sh) { mOcclusionShader = occ_sh; }
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protected:
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/** Retrieves the occlusion culling query results from the previous rendering frame. */
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void render_pass1(const RenderQueue* in_render_queue);
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/** Performs a new set of occlusion culling queries to be tested the next frame. */
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void render_pass2(const RenderQueue* in_render_queue, Camera* camera);
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protected:
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vl::ref<Renderer> mWrappedRenderer;
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ref<Shader> mOcclusionShader;
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ref<RenderQueue> mCulledRenderQueue;
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int mOcclusionThreshold;
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Renderer* mPrevWrapRenderer;
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int mStatsTotalObjects;
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int mStatsOccludedObjects;
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};
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//------------------------------------------------------------------------------
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}
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#endif
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