1 | #include "OgreOcclusionCullingSceneManager.h"
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2 | #include "OgreMath.h"
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3 | #include "OgreIteratorWrappers.h"
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4 |
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5 | namespace Ogre {
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6 |
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7 | //-----------------------------------------------------------------------
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8 | OcclusionCullingSceneManager::OcclusionCullingSceneManager():
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9 | mFrameID(1)
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10 | {
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11 | }
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12 |
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13 | //-----------------------------------------------------------------------
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14 | void OcclusionCullingSceneManager::_renderVisibleObjects(void)
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15 | {
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16 | SceneManager::_renderVisibleObjects();
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17 | //mDistanceQueue.push(mSceneRoot);
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18 | //Preprocess();
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19 |
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20 | renderCullFrustum();
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21 |
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22 | //mFrameID ++;
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23 | //ResetQueries();
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24 | }
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25 |
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26 | //-----------------------------------------------------------------------
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27 | void OcclusionCullingSceneManager::renderCullFrustum()
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28 | {
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29 | //RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator();
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30 |
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31 | //while (queueIt.hasMoreElements())
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32 | if(! mDistanceQueue.empty())
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33 | {
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34 | SceneNode *node = mDistanceQueue.top();
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35 | mDistanceQueue.pop();
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36 |
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37 | //walkTree(
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38 |
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39 | }
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40 | /*
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41 | HierarchyNode *node = mDistanceQueue.top();
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42 | mDistanceQueue.pop();
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43 |
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44 | // interesting for the visualization, so rest and set
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45 | node->SetVisible(false);
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46 |
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47 | // We don't need to know about near plane intersection
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48 | // for frustum culling only, but we have to pass a parameter
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49 | bool intersectsNearplane;
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50 | if(InsideViewFrustum(node, intersectsNearplane))
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51 | {
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52 | // update node's visited flag => needed for rendering
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53 | // so set it also here
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54 | node->SetLastVisited(mFrameID);
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55 | node->SetVisible(true);
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56 | TraverseNode(node);
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57 | }
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58 | }*/
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59 | }
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60 |
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61 | //-----------------------------------------------------------------------
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62 | void OcclusionCullingSceneManager::walkTree(SceneNode *node)
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63 | {
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64 | if(node->numChildren() > 0)
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65 | {
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66 | //node->Render();
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67 | }
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68 | else // internal node: add children to priority queue for further processing
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69 | {
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70 | Node::ChildNodeIterator it = node->getChildIterator();
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71 |
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72 | while (it.hasMoreElements())
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73 | {
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74 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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75 | //getRenderQueue()->addRenderable(sceneChild);
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76 | mDistanceQueue.push(sceneChild);
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77 | }
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78 | }
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79 | }
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80 | }
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