Visualization Library 2.0.0

A lightweight C++ OpenGL middleware for 2D/3D graphics

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OcclusionCullRenderer.hpp
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31 
32 #ifndef OcclusionCullRenderer_INCLUDE_ONCE
33 #define OcclusionCullRenderer_INCLUDE_ONCE
34 
35 #include <vlGraphics/Renderer.hpp>
36 
37 namespace vl
38 {
39  //------------------------------------------------------------------------------
40  // OcclusionCullRenderer
41  //------------------------------------------------------------------------------
45  {
47 
48  public:
51 
53  virtual const RenderQueue* render(const RenderQueue* in_render_queue, Camera* camera, real frame_clock);
54 
56  void setWrappedRenderer(Renderer* renderer);
57 
59  const Renderer* wrappedRenderer() const { return mWrappedRenderer.get(); }
60 
62  Renderer* wrappedRenderer() { return mWrappedRenderer.get(); }
63 
65  void setOcclusionThreshold(int threshold) { mOcclusionThreshold = threshold; }
66 
68  int occlusionThreshold() const { return mOcclusionThreshold; }
69 
71  const Framebuffer* framebuffer() const;
72 
74  Framebuffer* framebuffer();
75 
77  int statsTotalObjects() const { return mStatsTotalObjects; }
78 
80  int statsOccludedObjects() const { return mStatsOccludedObjects; }
81 
85  Shader* occlusionShader() { return mOcclusionShader.get(); }
86 
90  const Shader* occlusionShader() const { return mOcclusionShader.get(); }
91 
95  void setOcclusionShader(Shader* occ_sh) { mOcclusionShader = occ_sh; }
96 
97  protected:
99  void render_pass1(const RenderQueue* in_render_queue);
100 
102  void render_pass2(const RenderQueue* in_render_queue, Camera* camera);
103 
104  protected:
112  };
113  //------------------------------------------------------------------------------
114 }
115 
116 #endif
The Renderer class executes the actual rendering on the given RenderQueue.
Definition: Renderer.hpp:48
#define VL_INSTRUMENT_CLASS(ClassName, BaseClass)
Definition: TypeInfo.hpp:122
Visualization Library main namespace.
int statsTotalObjects() const
Returns the total number or objects candidate for rendering before occlusion culling.
void setOcclusionThreshold(int threshold)
The number of pixels visible for an actor to be considered occluded (default = 0) ...
vl::ref< Renderer > mWrappedRenderer
Shader * occlusionShader()
The Shader used to render the bounding boxes during the occlusion culling query.
int statsOccludedObjects() const
Returns the number or objects not rendered due to the occlusion culling.
Manages most of the OpenGL rendering states responsible of the final aspect of the rendered objects...
Definition: Shader.hpp:1830
Renderer * wrappedRenderer()
The renderer to we wrapped by this occlusion culling renderer.
The RenderQueue class collects a list of RenderToken objects to be sorted and rendered.
Definition: RenderQueue.hpp:45
Wraps a Renderer performing occlusion culling acceleration.
int occlusionThreshold() const
The number of pixels visible for an actor to be considered occluded (default = 0) ...
The ref<> class is used to reference-count an Object.
Definition: Object.hpp:55
void setOcclusionShader(Shader *occ_sh)
The Shader used to render the bounding boxes during the occlusion culling query.
Represents a virtual camera defining, among other things, the point of view from which scenes can be ...
Definition: Camera.hpp:50
const Renderer * wrappedRenderer() const
The renderer to be wrapped by this occlusion culling renderer.
const Shader * occlusionShader() const
The Shader used to render the bounding boxes during the occlusion culling query.
The Framebuffer class defines an abstract &#39;surface&#39; where OpenGL can render into. ...
Definition: Framebuffer.hpp:49