1 | #include "StopAndWaitTraverser.h"
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2 | #include "SceneEntity.h"
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3 |
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4 |
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5 | namespace CHCDemo
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6 | {
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7 |
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8 | using namespace std;
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9 |
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10 |
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11 |
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12 | StopAndWaitTraverser::StopAndWaitTraverser(): RenderTraverser()
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13 | {
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14 | }
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15 |
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16 |
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17 | StopAndWaitTraverser::~StopAndWaitTraverser()
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18 | {
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19 | //DelQueries();
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20 | }
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21 |
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22 |
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23 | void StopAndWaitTraverser::Render()
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24 | {
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25 | mStats.Reset();
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26 | mRenderState->mTexturesEnabled = false;
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27 | EnqueueNode(mBvh->GetRoot());
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28 |
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29 | //cout<<"\n***** starting frame **********\n";
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30 | int traversed = 0;
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31 | while (!mDistanceQueue.empty())
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32 | {
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33 | BvhNode *node = mDistanceQueue.top();
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34 | mDistanceQueue.pop();
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35 |
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36 | //float d = mBvh->GetDistance(node);cout << d << " ";
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37 |
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38 | // interesting for the visualization, so rest and set
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39 | node->SetVisible(false);
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40 |
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41 |
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42 | if (mBvh->IsWithinViewFrustum(node))
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43 | {
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44 | // if intersects near plane assume visible and don't issue test
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45 | if (IntersectsNearPlane(node))
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46 | {
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47 | TraverseNode(node);
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48 | }
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49 | else
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50 | {
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51 | OcclusionQuery *query = IssueOcclusionQuery(node, false);
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52 |
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53 | int visiblePixels = query->GetQueryResult();
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54 |
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55 | if (visiblePixels > mVisibilityThreshold)
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56 | {
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57 | //cout<< "visible: " << visiblePixels << endl;
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58 | // update node's visited flag => needed for rendering
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59 | // so set it also here
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60 | //node->SetLastVisited(mFrameID);
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61 | //node->SetVisible(true);
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62 |
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63 | TraverseNode(node);
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64 | }
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65 | else
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66 | {
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67 | ++ mStats.mNumQueryCulledNodes;
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68 | }
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69 | }
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70 | }
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71 | else
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72 | {
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73 | ++ mStats.mNumFrustumCulledNodes;
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74 | }
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75 | //cout << "intersect: " << intersect << " bx " << node->GetBox() << endl;
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76 | }
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77 |
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78 | mQueryHandler.ResetQueries();
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79 | //std::cout << "traversed: " << traversed << std::endl;
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80 | }
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81 |
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82 | } |
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