[2642] | 1 | #include "RenderTraverser.h"
|
---|
| 2 | #include "glInterface.h"
|
---|
| 3 | #include "Timers.h"
|
---|
| 4 |
|
---|
| 5 |
|
---|
[2746] | 6 | #if TOIMPLEMENT
|
---|
[2642] | 7 |
|
---|
| 8 | RenderTraverser::RenderTraverser():
|
---|
| 9 | mFrameID(1),
|
---|
| 10 | mVisibilityThreshold(0),
|
---|
| 11 | mHierarchyRoot(NULL),
|
---|
| 12 | mOcclusionQueries(NULL),
|
---|
| 13 | mCurrentQueryIdx(0),
|
---|
| 14 | mIsQueryMode(false),
|
---|
| 15 | mNumTraversedNodes(0),
|
---|
| 16 | mNumQueryCulledNodes(0),
|
---|
| 17 | mNumFrustumCulledNodes(0),
|
---|
| 18 | mRenderTime(0),
|
---|
| 19 | mNumRenderedGeometry(0),
|
---|
| 20 | mUseOptimization(true),
|
---|
| 21 | mUseArbQueries(false)
|
---|
| 22 | {
|
---|
| 23 | }
|
---|
| 24 |
|
---|
| 25 |
|
---|
| 26 | RenderTraverser::~RenderTraverser()
|
---|
| 27 | {
|
---|
| 28 | DelQueries();
|
---|
| 29 | }
|
---|
| 30 |
|
---|
| 31 |
|
---|
| 32 | void RenderTraverser::Render(int mode)
|
---|
| 33 | {
|
---|
| 34 | mDistanceQueue.push(mHierarchyRoot);
|
---|
| 35 |
|
---|
| 36 | long startTime = getTime();
|
---|
| 37 |
|
---|
| 38 | Preprocess();
|
---|
| 39 |
|
---|
| 40 | switch(mode)
|
---|
| 41 | {
|
---|
| 42 | case RENDER_CULL_FRUSTUM:
|
---|
| 43 | RenderCullFrustum();
|
---|
| 44 | break;
|
---|
| 45 | case RENDER_STOP_AND_WAIT:
|
---|
| 46 | RenderStopAndWait();
|
---|
| 47 | break;
|
---|
| 48 | case RENDER_COHERENT:
|
---|
| 49 | RenderCoherentWithQueue();
|
---|
| 50 | break;
|
---|
| 51 | default:
|
---|
| 52 | RenderCullFrustum();
|
---|
| 53 | break;
|
---|
| 54 | }
|
---|
| 55 |
|
---|
| 56 | mFrameID ++;
|
---|
| 57 |
|
---|
| 58 |
|
---|
| 59 | long endTime = getTime();
|
---|
| 60 | mRenderTime = endTime - startTime;
|
---|
| 61 |
|
---|
| 62 | finishTiming();
|
---|
| 63 | }
|
---|
| 64 |
|
---|
| 65 | /**
|
---|
| 66 | This is the standard render traversal algorithm doing only frustum culling
|
---|
| 67 | */
|
---|
| 68 | void RenderTraverser::RenderCullFrustum()
|
---|
| 69 | {
|
---|
| 70 | while(!mDistanceQueue.empty())
|
---|
| 71 | {
|
---|
| 72 | HierarchyNode *node = mDistanceQueue.top();
|
---|
| 73 | mDistanceQueue.pop();
|
---|
| 74 |
|
---|
| 75 | // interesting for the visualization, so rest and set
|
---|
| 76 | node->SetVisible(false);
|
---|
| 77 | mNumTraversedNodes ++;
|
---|
| 78 |
|
---|
| 79 | bool intersects;
|
---|
| 80 |
|
---|
| 81 | if(InsideViewFrustum(node, intersects))
|
---|
| 82 | {
|
---|
| 83 | // update node's visited flag => needed for rendering
|
---|
| 84 | // so set it also here
|
---|
| 85 | node->SetLastVisited(mFrameID);
|
---|
| 86 | node->SetVisible(true);
|
---|
| 87 | TraverseNode(node);
|
---|
| 88 | }
|
---|
| 89 | else
|
---|
| 90 | {
|
---|
| 91 | mNumFrustumCulledNodes ++;
|
---|
| 92 | }
|
---|
| 93 | }
|
---|
| 94 | }
|
---|
| 95 |
|
---|
| 96 | void RenderTraverser::RenderStopAndWait()
|
---|
| 97 | {
|
---|
| 98 | while(! mDistanceQueue.empty())
|
---|
| 99 | {
|
---|
| 100 | HierarchyNode *node = mDistanceQueue.top();
|
---|
| 101 | mDistanceQueue.pop();
|
---|
| 102 | mNumTraversedNodes ++;
|
---|
| 103 | // interesting for the visualization, so rest and set
|
---|
| 104 | node->SetVisible(false);
|
---|
| 105 |
|
---|
| 106 | bool intersects;
|
---|
| 107 |
|
---|
| 108 | if(InsideViewFrustum(node, intersects))
|
---|
| 109 | {
|
---|
| 110 | // update node's visited flag
|
---|
| 111 | node->SetLastVisited(mFrameID);
|
---|
| 112 |
|
---|
| 113 | // for near plane intersecting abbs possible
|
---|
| 114 | // wrong results => skip occlusion query
|
---|
| 115 | if(intersects)
|
---|
| 116 | {
|
---|
| 117 | node->SetVisible(true);
|
---|
| 118 | TraverseNode(node);
|
---|
| 119 | }
|
---|
| 120 | else
|
---|
| 121 | {
|
---|
| 122 | IssueOcclusionQuery(node, false);
|
---|
| 123 |
|
---|
| 124 | // wait if result not available
|
---|
| 125 | int visiblePixels = GetOcclusionQueryResult(node);
|
---|
| 126 |
|
---|
| 127 | // node visible
|
---|
| 128 | if(visiblePixels > mVisibilityThreshold)
|
---|
| 129 | {
|
---|
| 130 | node->SetVisible(true);
|
---|
| 131 | TraverseNode(node);
|
---|
| 132 | }
|
---|
| 133 | else
|
---|
| 134 | {
|
---|
| 135 | mNumQueryCulledNodes ++;
|
---|
| 136 | }
|
---|
| 137 | }
|
---|
| 138 | }
|
---|
| 139 | else
|
---|
| 140 | {
|
---|
| 141 | mNumFrustumCulledNodes ++;
|
---|
| 142 | }
|
---|
| 143 | }
|
---|
| 144 | }
|
---|
| 145 |
|
---|
| 146 | void RenderTraverser::RenderCoherentWithQueue()
|
---|
| 147 | {
|
---|
| 148 | QueryQueue queryQueue;
|
---|
| 149 |
|
---|
| 150 | //-- PART 1: process finished occlusion queries
|
---|
| 151 | while (!mDistanceQueue.empty() || !queryQueue.empty())
|
---|
| 152 | {
|
---|
| 153 | while (!queryQueue.empty() &&
|
---|
| 154 | (ResultAvailable(queryQueue.front()) || mDistanceQueue.empty()))
|
---|
| 155 | {
|
---|
| 156 | HierarchyNode *node = queryQueue.front();
|
---|
| 157 | queryQueue.pop();
|
---|
| 158 |
|
---|
| 159 | // wait until result available
|
---|
| 160 | int visiblePixels = GetOcclusionQueryResult(node);
|
---|
| 161 |
|
---|
| 162 | if(visiblePixels > mVisibilityThreshold)
|
---|
| 163 | {
|
---|
| 164 | PullUpVisibility(node);
|
---|
| 165 | TraverseNode(node);
|
---|
| 166 | }
|
---|
| 167 | else
|
---|
| 168 | {
|
---|
| 169 | mNumQueryCulledNodes ++;
|
---|
| 170 | }
|
---|
| 171 | }
|
---|
| 172 |
|
---|
| 173 | //-- PART 2: hierarchical traversal
|
---|
| 174 | if (!mDistanceQueue.empty())
|
---|
| 175 | {
|
---|
| 176 | HierarchyNode *node = mDistanceQueue.top();
|
---|
| 177 |
|
---|
| 178 | mDistanceQueue.pop();
|
---|
| 179 |
|
---|
| 180 | mNumTraversedNodes ++;
|
---|
| 181 |
|
---|
| 182 | bool intersects;
|
---|
| 183 |
|
---|
| 184 | if (InsideViewFrustum(node, intersects))
|
---|
| 185 | {
|
---|
| 186 | // for near plane intersecting bounding box possible
|
---|
| 187 | // wrong results => skip occlusion query
|
---|
| 188 | if(intersects)
|
---|
| 189 | {
|
---|
| 190 | // update node's visited flag
|
---|
| 191 | node->SetLastVisited(mFrameID);
|
---|
| 192 | node->SetVisible(true);
|
---|
| 193 | PullUpVisibility(node);
|
---|
| 194 | TraverseNode(node);
|
---|
| 195 | }
|
---|
| 196 | else
|
---|
| 197 | {
|
---|
| 198 | // identify previously visible nodes
|
---|
| 199 | bool wasVisible = node->Visible() && (node->LastVisited() == mFrameID - 1);
|
---|
| 200 |
|
---|
| 201 | // identify nodes that we cannot skip queries for
|
---|
| 202 | bool leafOrWasInvisible = (node->LastVisited() != mFrameID) && (!wasVisible || node->IsLeaf());
|
---|
| 203 |
|
---|
| 204 | // reset node's visibility classification
|
---|
| 205 | node->SetVisible(false);
|
---|
| 206 |
|
---|
| 207 | // update node's visited flag
|
---|
| 208 | node->SetLastVisited(mFrameID);
|
---|
| 209 |
|
---|
| 210 | // skip testing previously visible interior nodes
|
---|
| 211 | if(leafOrWasInvisible)
|
---|
| 212 | {
|
---|
| 213 | IssueOcclusionQuery(node, wasVisible);
|
---|
| 214 | queryQueue.push(node);
|
---|
| 215 | }
|
---|
| 216 |
|
---|
| 217 | // always traverse a node if it was visible
|
---|
| 218 | if(wasVisible)
|
---|
| 219 | TraverseNode(node);
|
---|
| 220 | }
|
---|
| 221 | }
|
---|
| 222 | else
|
---|
| 223 | {
|
---|
| 224 | // for stats
|
---|
| 225 | mNumFrustumCulledNodes ++;
|
---|
| 226 | }
|
---|
| 227 | }
|
---|
| 228 | }
|
---|
| 229 | }
|
---|
| 230 |
|
---|
| 231 | void RenderTraverser::TraverseNode(HierarchyNode *node)
|
---|
| 232 | {
|
---|
| 233 | if(node->IsLeaf())
|
---|
| 234 | mNumRenderedGeometry += node->Render();
|
---|
| 235 | else
|
---|
| 236 | {
|
---|
| 237 | // for non leafs this renders only the bounding volume (if the flag is set)
|
---|
| 238 | //node->Render();
|
---|
| 239 | mDistanceQueue.push(node->GetLeftChild());
|
---|
| 240 | mDistanceQueue.push(node->GetRightChild());
|
---|
| 241 | }
|
---|
| 242 | }
|
---|
| 243 |
|
---|
| 244 | void RenderTraverser::RenderVisualization()
|
---|
| 245 | {
|
---|
| 246 | mDistanceQueue.push(mHierarchyRoot);
|
---|
| 247 |
|
---|
| 248 | while(! mDistanceQueue.empty())
|
---|
| 249 | {
|
---|
| 250 | HierarchyNode *node = mDistanceQueue.top();
|
---|
| 251 | mDistanceQueue.pop();
|
---|
| 252 |
|
---|
| 253 | // identify previously visible nodes
|
---|
| 254 | bool wasVisible = node->Visible() && (node->LastVisited() == mFrameID - 1);
|
---|
| 255 |
|
---|
| 256 | if(wasVisible)
|
---|
| 257 | TraverseNode(node);
|
---|
| 258 | else
|
---|
| 259 | {
|
---|
| 260 | // also render culled nodes
|
---|
| 261 | glColor3f(1.0,0.0,0.0);
|
---|
| 262 | node->RenderBoundingVolumeForVisualization();
|
---|
| 263 | }
|
---|
| 264 | }
|
---|
| 265 | }
|
---|
| 266 |
|
---|
| 267 |
|
---|
| 268 | void RenderTraverser::PullUpVisibility(HierarchyNode *node)
|
---|
| 269 | {
|
---|
| 270 | while(node && !node->Visible())
|
---|
| 271 | {
|
---|
| 272 | node->SetVisible(true);
|
---|
| 273 | node = node->GetParent();
|
---|
| 274 | }
|
---|
| 275 | }
|
---|
| 276 |
|
---|
| 277 | bool RenderTraverser::ResultAvailable(HierarchyNode *node) const
|
---|
| 278 | {
|
---|
| 279 | unsigned int result;
|
---|
| 280 | if (mUseArbQueries)
|
---|
| 281 | {
|
---|
| 282 | glGetQueryObjectuivARB(node->GetOcclusionQuery(),
|
---|
| 283 | GL_QUERY_RESULT_AVAILABLE_ARB, &result);
|
---|
| 284 | }
|
---|
| 285 | else
|
---|
| 286 | {
|
---|
| 287 |
|
---|
| 288 | glGetOcclusionQueryuivNV(node->GetOcclusionQuery(),
|
---|
| 289 | GL_PIXEL_COUNT_AVAILABLE_NV, &result);
|
---|
| 290 |
|
---|
| 291 | }
|
---|
| 292 |
|
---|
| 293 | return (result == GL_TRUE);
|
---|
| 294 | }
|
---|
| 295 |
|
---|
| 296 | void RenderTraverser::SetHierarchy(HierarchyNode *sceneRoot)
|
---|
| 297 | {
|
---|
| 298 | mHierarchyRoot = sceneRoot;
|
---|
| 299 |
|
---|
| 300 | DelQueries();
|
---|
| 301 | }
|
---|
| 302 |
|
---|
| 303 | HierarchyNode *RenderTraverser::GetHierarchy()
|
---|
| 304 | {
|
---|
| 305 | return mHierarchyRoot;
|
---|
| 306 | }
|
---|
| 307 |
|
---|
| 308 | unsigned int RenderTraverser::GetOcclusionQueryResult(HierarchyNode *node) const
|
---|
| 309 | {
|
---|
| 310 | unsigned int result;
|
---|
| 311 |
|
---|
| 312 | if (mUseArbQueries)
|
---|
| 313 | {
|
---|
| 314 | glGetQueryObjectuivARB(node->GetOcclusionQuery(), GL_QUERY_RESULT_ARB, &result);
|
---|
| 315 | }
|
---|
| 316 | else
|
---|
| 317 | {
|
---|
| 318 | glGetOcclusionQueryuivNV(node->GetOcclusionQuery(), GL_PIXEL_COUNT_NV, &result);
|
---|
| 319 | }
|
---|
| 320 |
|
---|
| 321 | return result;
|
---|
| 322 | }
|
---|
| 323 |
|
---|
| 324 |
|
---|
| 325 | void RenderTraverser::Switch2GLQueryState()
|
---|
| 326 | {
|
---|
| 327 | // boolean used to avoid unnecessary state changes
|
---|
| 328 | if(!mIsQueryMode)
|
---|
| 329 | {
|
---|
| 330 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 331 | glDepthMask(GL_FALSE);
|
---|
| 332 | glDisable(GL_LIGHTING);
|
---|
| 333 | mIsQueryMode = true;
|
---|
| 334 | }
|
---|
| 335 | }
|
---|
| 336 |
|
---|
| 337 |
|
---|
| 338 | void RenderTraverser::Switch2GLRenderState()
|
---|
| 339 | {
|
---|
| 340 | // boolean used to avoid unnecessary state changes
|
---|
| 341 | if(mIsQueryMode)
|
---|
| 342 | {
|
---|
| 343 | // switch back to rendermode
|
---|
| 344 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 345 | glDepthMask(GL_TRUE);
|
---|
| 346 | glEnable(GL_LIGHTING);
|
---|
| 347 | mIsQueryMode = false;
|
---|
| 348 | }
|
---|
| 349 | }
|
---|
| 350 |
|
---|
| 351 | void RenderTraverser::IssueOcclusionQuery(HierarchyNode *node, const bool wasVisible)
|
---|
| 352 | {
|
---|
| 353 | // get next available test id
|
---|
| 354 | unsigned int occlusionQuery = mOcclusionQueries[mCurrentQueryIdx ++];
|
---|
| 355 |
|
---|
| 356 | node->SetOcclusionQuery(occlusionQuery);
|
---|
| 357 |
|
---|
| 358 | // do the actual occlusion query for this node
|
---|
| 359 | if (mUseArbQueries)
|
---|
| 360 | {
|
---|
| 361 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, occlusionQuery);
|
---|
| 362 | }
|
---|
| 363 | else
|
---|
| 364 | {
|
---|
| 365 | glBeginOcclusionQueryNV(occlusionQuery);
|
---|
| 366 | }
|
---|
| 367 |
|
---|
| 368 | // if leaf and was visible => will be rendered anyway, thus we
|
---|
| 369 | // can also test with the real geometry
|
---|
| 370 | if(node->IsLeaf() && wasVisible && mUseOptimization)
|
---|
| 371 | {
|
---|
| 372 | mNumRenderedGeometry += node->Render();
|
---|
| 373 | }
|
---|
| 374 | else
|
---|
| 375 | {
|
---|
| 376 | // change state so the bounding box gets not actually rendered on the screen
|
---|
| 377 | Switch2GLQueryState();
|
---|
| 378 | node->RenderBoundingVolume();
|
---|
| 379 | Switch2GLRenderState();
|
---|
| 380 | }
|
---|
| 381 |
|
---|
| 382 | if (mUseArbQueries)
|
---|
| 383 | {
|
---|
| 384 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
---|
| 385 | }
|
---|
| 386 | else
|
---|
| 387 | {
|
---|
| 388 | glEndOcclusionQueryNV();
|
---|
| 389 | }
|
---|
| 390 | }
|
---|
| 391 |
|
---|
| 392 | void RenderTraverser::Preprocess()
|
---|
| 393 | {
|
---|
| 394 | if (!mOcclusionQueries)
|
---|
| 395 | {
|
---|
| 396 | mOcclusionQueries = new unsigned int[mHierarchyRoot->GetNumHierarchyNodes()];
|
---|
| 397 |
|
---|
| 398 | // generate ids for occlusion test
|
---|
| 399 | if (mUseArbQueries)
|
---|
| 400 | {
|
---|
| 401 | glGenQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
|
---|
| 402 | }
|
---|
| 403 | else
|
---|
| 404 | {
|
---|
| 405 | glGenOcclusionQueriesNV(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
|
---|
| 406 | }
|
---|
| 407 | }
|
---|
| 408 |
|
---|
| 409 | // view frustum planes for view frustum culling
|
---|
| 410 | calcViewFrustumPlanes(&mClipPlanes, mProjViewMatrix);
|
---|
| 411 | calcAABNPVertexIndices(mNPVertexIndices, mClipPlanes);
|
---|
| 412 |
|
---|
| 413 | mCurrentQueryIdx = 0;
|
---|
| 414 |
|
---|
| 415 | // reset statistics
|
---|
| 416 | mNumTraversedNodes = 0;
|
---|
| 417 | mNumQueryCulledNodes = 0;
|
---|
| 418 | mNumFrustumCulledNodes = 0;
|
---|
| 419 | mNumRenderedGeometry = 0;
|
---|
| 420 | }
|
---|
| 421 |
|
---|
| 422 |
|
---|
| 423 | void RenderTraverser::DelQueries()
|
---|
| 424 | {
|
---|
| 425 | if (!mOcclusionQueries)
|
---|
| 426 | return;
|
---|
| 427 |
|
---|
| 428 | // tell the driver that the occlusion queries won't be needed any more
|
---|
| 429 | if (mUseArbQueries)
|
---|
| 430 | {
|
---|
| 431 | glDeleteQueriesARB(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
|
---|
| 432 | }
|
---|
| 433 | else
|
---|
| 434 | {
|
---|
| 435 | glDeleteOcclusionQueriesNV(mHierarchyRoot->GetNumHierarchyNodes(), mOcclusionQueries);
|
---|
| 436 | }
|
---|
| 437 |
|
---|
| 438 | delete [] mOcclusionQueries;
|
---|
| 439 |
|
---|
| 440 | mOcclusionQueries = NULL;
|
---|
| 441 | }
|
---|
| 442 |
|
---|
| 443 |
|
---|
| 444 | void RenderTraverser::SetViewpoint(Vector3 const &viewpoint)
|
---|
| 445 | {
|
---|
| 446 | copyVector3(mViewpoint, viewpoint);
|
---|
| 447 | }
|
---|
| 448 |
|
---|
| 449 |
|
---|
| 450 | void RenderTraverser::SetProjViewMatrix(Matrix4x4 const &projViewMatrix)
|
---|
| 451 | {
|
---|
| 452 | copyMatrix(mProjViewMatrix, projViewMatrix);
|
---|
| 453 | }
|
---|
| 454 |
|
---|
| 455 |
|
---|
| 456 | bool RenderTraverser::InsideViewFrustum(HierarchyNode *node, bool &intersects)
|
---|
| 457 | {
|
---|
| 458 | Vector3x8 vertices;
|
---|
| 459 |
|
---|
| 460 | bool intersect = false;
|
---|
| 461 |
|
---|
| 462 | calcAABoxPoints(vertices, node->GetBoundingVolume());
|
---|
| 463 |
|
---|
| 464 | // simply test all 6 vertices
|
---|
| 465 | for (int i = 0; i < 6; i++)
|
---|
| 466 | {
|
---|
| 467 | // test the n-vertex
|
---|
| 468 | // note: the calcAABNearestVertexId should be preprocessed
|
---|
| 469 | if(!pointBeforePlane(mClipPlanes.plane[i], vertices[mNPVertexIndices[i * 2]]))
|
---|
| 470 | {
|
---|
| 471 | // outside
|
---|
| 472 | return false;
|
---|
| 473 | }
|
---|
| 474 | }
|
---|
| 475 |
|
---|
| 476 | // test if bounding box is intersected by nearplane (using the p-vertex)
|
---|
| 477 | intersects = (!pointBeforePlane(mClipPlanes.plane[5], vertices[mNPVertexIndices[11]]));
|
---|
| 478 |
|
---|
| 479 | // -- get vector from viewpoint to center of bounding volume
|
---|
| 480 | Vector3 vec;
|
---|
| 481 | calcAABoxCenter(vec, node->GetBoundingVolume());
|
---|
| 482 | diffVector3(vec, vec, mViewpoint);
|
---|
| 483 |
|
---|
| 484 | // compute distance from nearest point to viewpoint
|
---|
| 485 | diffVector3(vec, vertices[calcAABNearestVertexIdx(vec)], mViewpoint);
|
---|
| 486 | node->SetDistance(squaredLength(vec));
|
---|
| 487 |
|
---|
| 488 | return true;
|
---|
| 489 | }
|
---|
| 490 |
|
---|
| 491 |
|
---|
| 492 | void RenderTraverser::SetVisibilityThreshold(int threshold)
|
---|
| 493 | {
|
---|
| 494 | mVisibilityThreshold = threshold;
|
---|
| 495 | }
|
---|
| 496 |
|
---|
| 497 | void RenderTraverser::SetUseArbQueries(const bool useArbQueries)
|
---|
| 498 | {
|
---|
| 499 | DelQueries();
|
---|
| 500 | mUseArbQueries = useArbQueries;
|
---|
| 501 | }
|
---|
| 502 |
|
---|
| 503 | bool RenderTraverser::GetUseArbQueries() const
|
---|
| 504 | {
|
---|
| 505 | return mUseArbQueries;
|
---|
| 506 | }
|
---|
| 507 |
|
---|
| 508 | long RenderTraverser::GetRenderTime()
|
---|
| 509 | {
|
---|
| 510 | return mRenderTime;
|
---|
| 511 | }
|
---|
| 512 |
|
---|
| 513 | int RenderTraverser::GetNumTraversedNodes()
|
---|
| 514 | {
|
---|
| 515 | return mNumTraversedNodes;
|
---|
| 516 | }
|
---|
| 517 |
|
---|
| 518 | int RenderTraverser::GetNumQueryCulledNodes()
|
---|
| 519 | {
|
---|
| 520 | return mNumQueryCulledNodes;
|
---|
| 521 | }
|
---|
| 522 |
|
---|
| 523 | int RenderTraverser::GetNumFrustumCulledNodes()
|
---|
| 524 | {
|
---|
| 525 | return mNumFrustumCulledNodes;
|
---|
| 526 | }
|
---|
| 527 |
|
---|
| 528 |
|
---|
| 529 | int RenderTraverser::GetNumRenderedGeometry()
|
---|
| 530 | {
|
---|
| 531 | return mNumRenderedGeometry;
|
---|
| 532 | }
|
---|
| 533 |
|
---|
| 534 |
|
---|
| 535 | int RenderTraverser::GetVisibilityThreshold()
|
---|
| 536 | {
|
---|
| 537 | return mVisibilityThreshold;
|
---|
| 538 | }
|
---|
| 539 |
|
---|
| 540 | void RenderTraverser::SetUseOptimization(bool useOptimization)
|
---|
| 541 | {
|
---|
| 542 | mUseOptimization = useOptimization;
|
---|
| 543 | printf("using opt %d\n", mUseOptimization);
|
---|
[2746] | 544 | }
|
---|
| 545 |
|
---|
| 546 |
|
---|
| 547 | #endif |
---|