X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frender%2Foccludedscene.h;h=6efb354e37706cdcf4bece658678638f28f382ff;hp=056acb2e0d12b2e14f74fcbffcde37cee09f7674;hb=38712d8ecc57d043a2419ffbaeeb57f7a6586f14;hpb=e9a898f315b5d1396f196d785913a283c30940f2 diff --git a/source/render/occludedscene.h b/source/render/occludedscene.h index 056acb2e..6efb354e 100644 --- a/source/render/occludedscene.h +++ b/source/render/occludedscene.h @@ -3,13 +3,17 @@ #include #include -#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 entirely occluded by others. @@ -22,25 +26,24 @@ public: private: struct OccludedRenderable { - Renderable *renderable; - const Geometry::BoundingSphere *bounding_sphere; - bool in_frustum; - bool occluder; - unsigned query; - - OccludedRenderable(); + Renderable *renderable = 0; + const Geometry::BoundingSphere *bounding_sphere = 0; + bool in_frustum = false; + bool occluder = false; }; const Mesh &bounding_mesh; const Program &bounding_shader; + Blend no_color_write; + DepthTest no_depth_write = { LEQUAL, false }; std::set renderables; - float occluder_min_size; + float occluder_min_size = 0.25f; + mutable QueryPool queries; mutable std::vector occluded_cache; - mutable bool cache_dirty; + mutable bool cache_dirty = false; public: OccludedScene(); - ~OccludedScene(); virtual void add(Renderable &); virtual void remove(Renderable &);