#include <set>
#include <vector>
-#include "mesh.h"
-#include "program.h"
+#include "blend.h"
+#include "depthtest.h"
+#include "query.h"
#include "scene.h"
namespace Msp {
namespace GL {
+class Mesh;
+class Program;
+
/**
-A scene that performs occlusion queries on renderables to skip those that are
+A scene which performs occlusion queries on renderables to skip those which are
entirely occluded by others.
+
+Renderables must have valid model matrices and bounding spheres to participate
+in occlusion culling. Those lacking one or both are always rendered.
*/
class OccludedScene: public Scene
{
+public:
+ using Scene::Loader;
+
private:
struct OccludedRenderable
{
- Renderable *renderable;
- const Geometry::BoundingSphere<float, 3> *bounding_sphere;
- bool in_frustum;
- bool occluder;
- unsigned query;
-
- OccludedRenderable();
+ Renderable *renderable = 0;
+ const Geometry::BoundingSphere<float, 3> *bounding_sphere = 0;
+ bool in_frustum = false;
+ bool occluder = false;
};
- typedef std::set<Renderable *> RenderableSet;
- typedef std::vector<OccludedRenderable> OccludedArray;
-
- Mesh bounding_mesh;
- Program bounding_shader;
- RenderableSet renderables;
- float occluder_min_size;
- mutable OccludedArray occluded_cache;
- mutable bool cache_dirty;
+ const Mesh &bounding_mesh;
+ const Program &bounding_shader;
+ Blend no_color_write;
+ DepthTest no_depth_write = { LEQUAL, false };
+ std::vector<Renderable *> content;
+ float occluder_min_size = 0.25f;
+ mutable QueryPool queries;
+ mutable std::vector<OccludedRenderable> occluded_cache;
+ mutable bool cache_dirty = false;
public:
OccludedScene();
- ~OccludedScene();
virtual void add(Renderable &);
virtual void remove(Renderable &);
virtual void setup_frame(Renderer &);
virtual void finish_frame();
- virtual void render(Renderer &, const Tag & = Tag()) const;
+ virtual void render(Renderer &, Tag = Tag()) const;
};
} // namespace GL