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1 | #include "FrustumCullingTraverser.h"
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2 | #include "SceneEntity.h"
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3 |
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4 | using namespace std;
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5 |
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6 |
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7 | namespace CHCDemo
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8 | {
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9 |
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10 | FrustumCullingTraverser::FrustumCullingTraverser(): RenderTraverser()
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11 | {
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12 | }
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13 |
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14 |
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15 | void FrustumCullingTraverser::Render()
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16 | {
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17 | mRenderState->mTexturesEnabled = false;
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18 | mDistanceQueue.push(mBvh->GetRoot());
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19 |
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20 |
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21 | int traversed = 0;
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22 | while (!mDistanceQueue.empty())
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23 | {
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24 | BvhNode *node = mDistanceQueue.top();
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25 | mDistanceQueue.pop();
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26 |
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27 | // interesting for the visualization, so rest and set
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28 | node->SetVisible(false);
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29 | //mNumTraversedNodes ++;
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30 |
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31 | if (mBvh->IsWithinViewFrustum(node))
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32 | {
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33 | // update node's visited flag => needed for rendering
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34 | // so set it also here
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35 | //node->SetLastVisited(mFrameID);
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36 | //node->SetVisible(true);
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37 | ++ traversed;
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38 | TraverseNode(node);
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39 | }
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40 | else
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41 | {
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42 | //mNumFrustumCulledNodes ++;
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43 | }
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44 | //cout << "intersect: " << intersect << " bx " << node->GetBox() << endl;
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45 | }
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46 |
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47 | //std::cout << "traversed: " << traversed << std::endl;
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48 | }
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49 |
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50 | } |
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