Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef OcclusionCullRenderer_INCLUDE_ONCE 00033 #define OcclusionCullRenderer_INCLUDE_ONCE 00034 00035 #include <vlGraphics/Renderer.hpp> 00036 00037 namespace vl 00038 { 00039 //------------------------------------------------------------------------------ 00040 // OcclusionCullRenderer 00041 //------------------------------------------------------------------------------ 00044 class VLGRAPHICS_EXPORT OcclusionCullRenderer: public Renderer 00045 { 00046 VL_INSTRUMENT_CLASS(vl::OcclusionCullRenderer, Renderer) 00047 00048 public: 00050 OcclusionCullRenderer(); 00051 00053 virtual const RenderQueue* render(const RenderQueue* in_render_queue, Camera* camera, real frame_clock); 00054 00056 void setWrappedRenderer(Renderer* renderer); 00057 00059 const Renderer* wrappedRenderer() const { return mWrappedRenderer.get(); } 00060 00062 Renderer* wrappedRenderer() { return mWrappedRenderer.get(); } 00063 00065 void setOcclusionThreshold(int threshold) { mOcclusionThreshold = threshold; } 00066 00068 int occlusionThreshold() const { return mOcclusionThreshold; } 00069 00071 const Framebuffer* framebuffer() const; 00072 00074 Framebuffer* framebuffer(); 00075 00077 int statsTotalObjects() const { return mStatsTotalObjects; } 00078 00080 int statsOccludedObjects() const { return mStatsOccludedObjects; } 00081 00085 Shader* occlusionShader() { return mOcclusionShader.get(); } 00086 00090 const Shader* occlusionShader() const { return mOcclusionShader.get(); } 00091 00095 void setOcclusionShader(Shader* occ_sh) { mOcclusionShader = occ_sh; } 00096 00097 protected: 00099 void render_pass1(const RenderQueue* in_render_queue); 00100 00102 void render_pass2(const RenderQueue* in_render_queue, Camera* camera); 00103 00104 protected: 00105 vl::ref<Renderer> mWrappedRenderer; 00106 ref<Shader> mOcclusionShader; 00107 ref<RenderQueue> mCulledRenderQueue; 00108 int mOcclusionThreshold; 00109 Renderer* mPrevWrapRenderer; 00110 int mStatsTotalObjects; 00111 int mStatsOccludedObjects; 00112 }; 00113 //------------------------------------------------------------------------------ 00114 } 00115 00116 #endif