#include "StopAndWaitTraverser.h" #include "SceneEntity.h" namespace CHCDemoEngine { using namespace std; StopAndWaitTraverser::StopAndWaitTraverser() { } void StopAndWaitTraverser::Traverse() { while (!mDistanceQueue.empty()) { BvhNode *node = mDistanceQueue.top(); mDistanceQueue.pop(); // interesting for the visualization node->SetVisible(false); if (mBvh->IsWithinViewFrustum(node)) { // if intersects near plane assume visible and don't issue test if (IntersectsNearPlane(node)) { TraverseNode(node); } else { OcclusionQuery *query = IssueOcclusionQuery(node, false); int visiblePixels = query->GetQueryResult(); if (visiblePixels > mVisibilityThreshold) { //cout<< "visible: " << visiblePixels << endl; // update node's visited flag => needed for rendering // so set it also here //node->SetLastVisited(mFrameID); //node->SetVisible(true); TraverseNode(node); } else { ++ mStats.mNumQueryCulledNodes; } } } else { ++ mStats.mNumFrustumCulledNodes; } } } }