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 | #include <windows.h>
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5 |
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6 | namespace Ogre {
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7 |
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8 | //-----------------------------------------------------------------------
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9 | OcclusionCullingSceneManager::OcclusionCullingSceneManager():
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10 | mFrameID(1)
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11 | {
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12 | }
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13 |
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14 | //-----------------------------------------------------------------------
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15 | void OcclusionCullingSceneManager::_renderVisibleObjects(void)
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16 | {
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17 | //RenderZPass();
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18 | SceneManager::_renderVisibleObjects();
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19 | //mDistanceQueue.push(mSceneRoot);
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20 | //Preprocess();
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21 | //printf("registered my plugin!!\n");
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22 | //MessageBox( NULL, "myplugin", "this is my plugin", MB_OK | MB_ICONERROR | MB_TASKMODAL);
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23 | renderCullFrustum();
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24 |
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25 | //mFrameID ++;
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26 | //ResetQueries();
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27 | }
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28 |
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29 | //-----------------------------------------------------------------------
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30 | void OcclusionCullingSceneManager::renderCullFrustum()
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31 | {
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32 | //RenderQueue::QueueGroupIterator queueIt = getRenderQueue()->_getQueueGroupIterator();
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33 |
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34 | //while (queueIt.hasMoreElements())
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35 | if(! mDistanceQueue.empty())
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36 | {
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37 | SceneNode *node = mDistanceQueue.top();
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38 | mDistanceQueue.pop();
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39 |
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40 | //walkTree(
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41 |
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42 | }
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43 | /*
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44 | HierarchyNode *node = mDistanceQueue.top();
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45 | mDistanceQueue.pop();
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46 |
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47 | // interesting for the visualization, so rest and set
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48 | node->SetVisible(false);
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49 |
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50 | // We don't need to know about near plane intersection
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51 | // for frustum culling only, but we have to pass a parameter
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52 | bool intersectsNearplane;
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53 | if(InsideViewFrustum(node, intersectsNearplane))
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54 | {
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55 | // update node's visited flag => needed for rendering
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56 | // so set it also here
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57 | node->SetLastVisited(mFrameID);
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58 | node->SetVisible(true);
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59 | TraverseNode(node);
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60 | }
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61 | }*/
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62 | }
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63 |
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64 | //-----------------------------------------------------------------------
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65 | void OcclusionCullingSceneManager::walkTree(SceneNode *node)
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66 | {
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67 | if(node->numChildren() > 0)
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68 | {
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69 | //node->Render();
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70 | }
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71 | else // internal node: add children to priority queue for further processing
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72 | {
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73 | Node::ChildNodeIterator it = node->getChildIterator();
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74 |
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75 | while (it.hasMoreElements())
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76 | {
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77 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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78 | //getRenderQueue()->addRenderable(sceneChild);
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79 | mDistanceQueue.push(sceneChild);
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80 | }
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81 | }
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82 | }
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83 | }
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