1 | #ifndef __RENDERTRAVERSER_H
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2 | #define __RENDERTRAVERSER_H
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3 |
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4 |
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5 | #include "Bvh.h"
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6 | #include "OcclusionQuery.h"
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7 | //#include "Timer/PerfTimer.h"
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8 | #include <queue>
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9 |
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10 |
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11 | namespace CHCDemoEngine
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12 | {
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13 |
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14 |
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15 | class Camera;
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16 | class RenderQueue;
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17 |
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18 |
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19 | struct TraversalStatistics
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20 | {
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21 | public:
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22 |
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23 | void Reset();
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24 |
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25 | //////////
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26 | //-- several statistics for a rendering pass
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27 |
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28 | int mNumTraversedNodes;
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29 | int mNumQueryCulledNodes;
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30 | int mNumFrustumCulledNodes;
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31 |
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32 | int mNumRenderedGeometry;
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33 | int mNumRenderedTriangles;
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34 | int mNumRenderedNodes;
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35 |
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36 | int mNumIssuedQueries;
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37 | int mNumStateChanges;
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38 | int mNumBatches;
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39 |
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40 | double mWaitTime;
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41 | double mQueryTime;
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42 | double mRestTime;
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43 | };
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44 |
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45 |
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46 | /** Abstract class implementing a scene traversal for rendering.
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47 | */
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48 | class RenderTraverser
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49 | {
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50 | public:
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51 |
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52 | /// types of traversers
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53 | enum {CULL_FRUSTUM,
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54 | STOP_AND_WAIT,
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55 | CHC, CHCPLUSPLUS,
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56 | //CULL_COLLECTOR,
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57 | NUM_TRAVERSAL_TYPES};
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58 |
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59 | /** Default constructor.
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60 | */
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61 | RenderTraverser();
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62 | /** Virtual constructor, has to be redefined in subclasses.
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63 | */
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64 | virtual ~RenderTraverser();
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65 | /** Maim method that traverses and renders the scene.
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66 | */
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67 | void RenderScene();
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68 |
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69 | /** Returns the type of the traversal.
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70 | The type is one of
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71 | CULL_FRUSTUM: view frustum culling only
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72 | STOP_AND_WAIT: hierarchical stop and wait algorithm
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73 | CHC: coherent hierarchical algorithm
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74 | CHCPLUSPLUS: coherent hierarchical algorithm revisited
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75 | */
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76 | virtual int GetType() const = 0;
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77 | /** Sets the scene hierarchy.
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78 | */
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79 | void SetHierarchy(Bvh *bvh);
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80 | /** Sets the camera.
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81 | */
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82 | void SetCamera(Camera *cam);
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83 | /** Sets the render queue.
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84 | */
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85 | void SetRenderQueue(RenderQueue *rq);
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86 | /** Sets the current render state.
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87 | */
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88 | void SetRenderState(RenderState *state);
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89 | /** The traversal statistics
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90 | */
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91 | const TraversalStatistics &GetStats() const;
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92 | /** The current frame id
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93 | */
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94 | inline int GetCurrentFrameId() const;
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95 |
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96 |
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97 |
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98 | //////////////////
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99 | //-- methods that concern one or more of the implemented rendering algorithms
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100 |
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101 | /** If a render queue should be used to batch up and sort scene entities before
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102 | rendering.
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103 | */
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104 | void SetUseRenderQueue(bool useRenderQueue);
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105 | /** If depth pass should be used.
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106 | If true, the entities found visible in the current pass are stored
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107 | */
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108 | void SetUseDepthPass(bool storeVisibleObjects);
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109 | /** Sets visible pixels threshold for visibility classification
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110 | */
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111 | void SetVisibilityThreshold(int threshold);
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112 |
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113 |
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114 | ///////////////////
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115 | //-- CHC / CHC ++ related options
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116 | //-- note: could be implemented more cleanly in a CoherentOcclusionCullingTraverser parent class!
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117 |
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118 | /** CHC optimization to query the geometry itself instead of the bounding box.
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119 | */
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120 | void SetUseOptimization(bool useOptimization);
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121 | /** The number of frames a previously visible node is assumed to stay visible.
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122 | */
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123 | void SetAssumedVisibleFrames(int assumedVisibleFrames);
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124 | /** The maximum batch size for the i-queue
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125 | */
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126 | void SetMaxBatchSize(int batchSize);
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127 | /** If multiqueries should be used.
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128 | */
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129 | void SetUseMultiQueries(bool useMultiQueries);
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130 | /** If thight bounds should be used or the bounding boxes should be tested.
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131 | */
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132 | void SetUseTightBounds(bool useTightBounds);
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133 | /** If bounds should be shown
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134 | */
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135 | void SetShowBounds(bool showBounds);
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136 | /** Returns the entities found visible in current frame
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137 | (only if StoreVisibleObjects is set)
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138 | */
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139 | const SceneEntityContainer &GetVisibleObjects() const;
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140 | /** Returns the current camera.
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141 | */
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142 | Camera *GetCamera() const;
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143 | /** Returns the maximal visible distance encountered in the scene.
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144 | Useful for e.g., shadow map focussing
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145 | */
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146 | float GetMaxVisibleDistance() const;
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147 | /** Render objects declared as dynamic (non-static)
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148 | */
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149 | void SetRenderDynamicObjects(bool dynamic);
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150 |
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151 |
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152 | protected:
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153 |
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154 | /** This is the actual rendering algorithm. It must be implemented by all
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155 | the subclasses.
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156 | */
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157 | virtual void Traverse() = 0;
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158 | /** Hierarchy traversal
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159 | */
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160 | void TraverseNode(BvhNode *node);
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161 | /** Issues occlusion query for a single node
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162 | */
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163 | OcclusionQuery *IssueOcclusionQuery(BvhNode *node);
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164 | /** Issue multiquery.
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165 | */
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166 | void IssueOcclusionQuery(const OcclusionQuery &query);
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167 | /** Enqueues a bvh node for distance traversal
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168 | */
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169 | void EnqueueNode(BvhNode *node);
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170 | /** Renders the bvh node.
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171 | */
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172 | void RenderNode(BvhNode *node);
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173 | /** Renders and clears the contents of the render queue.
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174 | */
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175 | void ApplyRenderQueue();
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176 | /** Returns true if at least one of the objects in this node are
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177 | marked as visible. maxSize describes the maximum sized node
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178 | (in # of objects) that is tested. if maxSize is -1, all nodes are tested.
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179 | */
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180 | bool IsNodeGeometryVisible(BvhNode *node, int maxSize);
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181 |
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182 |
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183 | ////////////
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184 | //-- members
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185 |
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186 | /// the current camera
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187 | Camera *mCamera;
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188 | /// the root of the scene hierarchy
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189 | Bvh *mBvh;
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190 | /// the priority queue used for front to back traversal
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191 | TraversalQueue mDistanceQueue;
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192 | /// the current frame id
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193 | int mFrameId;
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194 | /// the current render state
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195 | RenderState *mRenderState;
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196 | /// manages creation and destruction of the queries
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197 | QueryHandler mQueryHandler;
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198 | /// the statisitcs
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199 | TraversalStatistics mStats;
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200 | /// the render queue
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201 | RenderQueue *mRenderQueue;
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202 | /// the objects found visible in current frame
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203 | SceneEntityContainer mVisibleObjects;
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204 | /// the maximal visible distance in the scene
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205 | float mMaxVisibleDistance;
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206 |
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207 |
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208 | /////////////////
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209 | //-- algorithm parameters
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210 |
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211 | int mVisibilityThreshold;
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212 |
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213 | bool mUseOptimization;
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214 |
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215 | bool mUseRenderQueue;
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216 |
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217 | int mAssumedVisibleFrames;
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218 |
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219 | int mMaxBatchSize;
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220 |
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221 | bool mUseMultiQueries;
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222 |
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223 | bool mUseTightBounds;
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224 |
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225 | bool mShowBounds;
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226 |
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227 | bool mUseDepthPass;
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228 |
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229 | bool mRenderDynamicObjects;
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230 | };
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231 |
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232 |
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233 | inline int RenderTraverser::GetCurrentFrameId() const
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234 | {
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235 | return mFrameId;
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236 | }
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237 |
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238 |
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239 | }
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240 |
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241 |
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242 |
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243 | #endif // RENDERTRAVERSER_H |
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