32 #ifndef OcclusionCullRenderer_INCLUDE_ONCE 33 #define OcclusionCullRenderer_INCLUDE_ONCE 56 void setWrappedRenderer(
Renderer* renderer);
99 void render_pass1(
const RenderQueue* in_render_queue);
Renderer * mPrevWrapRenderer
ref< Shader > mOcclusionShader
The Renderer class executes the actual rendering on the given RenderQueue.
int mStatsOccludedObjects
#define VL_INSTRUMENT_CLASS(ClassName, BaseClass)
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...
Renderer * wrappedRenderer()
The renderer to we wrapped by this occlusion culling renderer.
#define VLGRAPHICS_EXPORT
The RenderQueue class collects a list of RenderToken objects to be sorted and rendered.
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.
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 ...
ref< RenderQueue > mCulledRenderQueue
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 'surface' where OpenGL can render into. ...