[32] | 1 | #include "OgreOcclusionCullingSceneTraverser.h"
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| 2 | #include "OgreMath.h"
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| 3 | #include "OgreIteratorWrappers.h"
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| 4 | #include "OgreCamera.h"
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| 5 | #include "OgreHardwareOcclusionQuery.h"
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| 6 | #include "OgreSolidHalfBoundingBox.h"
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| 7 |
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[33] | 8 |
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[32] | 9 | #include <windows.h>
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| 10 |
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| 11 | namespace Ogre {
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| 12 |
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| 13 | //-----------------------------------------------------------------------
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[33] | 14 | OcclusionCullingSceneTraverser::OcclusionCullingSceneTraverser(SceneManager *sm, RenderSystem *rsys):
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[32] | 15 | mFrameId(1), mDistanceQueue(NULL), mVisibilityThreshold(0), mCurrentTestIdx(0),
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| 16 | mQueryMode(MODE_RENDER), mNumSceneNodes(0), mCurrentAlgorithm(RENDER_COHERENT),
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[41] | 17 | mNumQueries(0), mNumTraversedNodes(0), mNumQueryCulledNodes(0), mNumFrustumCulledNodes(0),
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[51] | 18 | mNumRenderedNodes(0),mNumRenderedGeometry(0), mSceneManager(sm), mRenderSystem(rsys), mSceneRoot(NULL)
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[32] | 19 | {
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| 20 | mHalfBoundingBox[0] = mHalfBoundingBox[1] = 0;
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| 21 | }
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| 22 | //-----------------------------------------------------------------------
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| 23 | OcclusionCullingSceneTraverser::~OcclusionCullingSceneTraverser()
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| 24 | {
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| 25 | if(mHalfBoundingBox[0]) delete mHalfBoundingBox[0];
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| 26 | if(mHalfBoundingBox[1]) delete mHalfBoundingBox[1];
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| 27 |
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| 28 | deleteQueries();
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[42] | 29 |
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| 30 | if(mDistanceQueue)
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| 31 | delete mDistanceQueue;
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[32] | 32 | //SceneManager::~SceneManager();
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| 33 | }
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| 34 | //-----------------------------------------------------------------------
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[42] | 35 | void OcclusionCullingSceneTraverser::renderScene( Camera *cam )
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[32] | 36 | {
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| 37 | mNumTraversedNodes = 0; |
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| 38 | mNumQueryCulledNodes = 0; |
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| 39 | mNumFrustumCulledNodes = 0; |
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| 40 | mNumRenderedGeometry = 0;
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[51] | 41 | mNumRenderedNodes = 0;
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| 42 |
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[32] | 43 | mCurrentTestIdx = 0;
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[34] | 44 |
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[42] | 45 | initDistanceQueue(cam);
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| 46 |
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[51] | 47 | //deleteQueries();
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| 48 | //char *msg = "deleting queries\n"; OutputDebugString(msg);
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| 49 | //for(unsigned int i=0; i < 1000; i++)
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| 50 | //mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
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| 51 | //mCurrentAlgorithm = RENDER_CULL_FRUSTUM; |
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| 52 | |
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[32] | 53 | switch(mCurrentAlgorithm) |
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| 54 | { |
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| 55 | case RENDER_CULL_FRUSTUM: |
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| 56 | renderCullFrustum(cam); |
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| 57 | break; |
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| 58 | case RENDER_STOP_AND_WAIT: |
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| 59 | renderStopAndWait(cam); |
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| 60 | break; |
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| 61 | case RENDER_COHERENT: |
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[51] | 62 | renderCoherentWithQueue(cam); |
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[32] | 63 | break; |
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| 64 | default: |
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| 65 | renderCullFrustum(cam); |
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| 66 | break; |
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| 67 | }
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| 68 |
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| 69 | mFrameId ++;
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| 70 | }
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| 71 | //-----------------------------------------------------------------------
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| 72 | void OcclusionCullingSceneTraverser::renderCoherentWithQueue(Camera *cam) |
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| 73 | { |
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| 74 | QueryQueue queryQueue; |
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| 75 | |
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| 76 | //-- PART 1: process finished occlusion queries |
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| 77 | while(!mDistanceQueue->empty() || !queryQueue.empty()) |
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| 78 | { |
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| 79 | while(!queryQueue.empty() && |
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| 80 | ((queryQueue.front().second)->resultAvailable() || mDistanceQueue->empty())) |
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| 81 | { |
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| 82 | SceneNode *node = queryQueue.front().first; |
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| 83 | HardwareOcclusionQuery *query = queryQueue.front().second; |
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| 84 | |
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| 85 | queryQueue.pop(); |
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| 86 | |
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| 87 | // wait until result available |
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| 88 | unsigned int visiblePixels; |
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| 89 | query->pullOcclusionQuery(&visiblePixels); |
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| 90 | |
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| 91 | if(visiblePixels > mVisibilityThreshold) |
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| 92 | { |
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[42] | 93 | pullUpVisibility(cam, node); |
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[32] | 94 | traverseNode(cam, node); |
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| 95 | } |
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| 96 | else |
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| 97 | { |
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| 98 | mNumQueryCulledNodes ++; |
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| 99 | } |
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| 100 | } |
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| 101 | |
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| 102 | //-- PART 2: hierarchical traversal |
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| 103 | if(!mDistanceQueue->empty()) |
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| 104 | { |
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| 105 | SceneNode *node = mDistanceQueue->top(); |
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| 106 | mDistanceQueue->pop(); |
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[41] | 107 | |
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[42] | 108 | bool intersects = false; |
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[41] | 109 | //TODO: Isvisible also checked inside scenenode::findvisibleobjects |
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[42] | 110 | if(!cam->isVisible(node->_getWorldAABB(), intersects)) |
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[32] | 111 | { |
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[41] | 112 | mNumFrustumCulledNodes ++; |
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| 113 | continue; |
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| 114 | } |
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| 115 | |
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[42] | 116 | // if intersects near plane => skip occlusion query because wrong results possible |
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| 117 | if(intersects) |
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| 118 | { |
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| 119 | // update node's visited flag |
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| 120 | node->setLastVisited(mFrameId); |
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| 121 | pullUpVisibility(cam, node); |
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| 122 | traverseNode(cam, node); |
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| 123 | |
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| 124 | continue; |
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| 125 | } |
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| 126 | |
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[41] | 127 | // identify previously visible nodes |
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| 128 | bool wasVisible = node->isNodeVisible() && (node->lastVisited() == mFrameId - 1); |
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[32] | 129 | |
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[41] | 130 | // identify nodes that we cannot skip queries for |
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| 131 | bool leafOrWasInvisible = !wasVisible || isLeaf(node); |
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[32] | 132 | |
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[41] | 133 | // reset node's visibility classification |
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| 134 | node->setNodeVisible(false); |
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[32] | 135 | |
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[41] | 136 | // update node's visited flag |
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| 137 | node->setLastVisited(mFrameId); |
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[32] | 138 | |
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[41] | 139 | // skip testing previously visible interior nodes |
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| 140 | if(leafOrWasInvisible) |
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| 141 | { |
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| 142 | HardwareOcclusionQuery *query = issueOcclusionQuery(&node->_getWorldAABB(), wasVisible); |
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| 143 | queryQueue.push(QueryPair(node, query)); |
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| 144 | } |
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[32] | 145 | |
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[41] | 146 | // always traverse a node if it was visible |
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| 147 | if(wasVisible) |
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| 148 | { |
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| 149 | traverseNode(cam, node); |
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[32] | 150 | } |
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| 151 | else |
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| 152 | { |
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| 153 | mNumFrustumCulledNodes ++; |
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| 154 | } |
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| 155 | } |
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| 156 | } |
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| 157 | }
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| 158 | //-----------------------------------------------------------------------
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| 159 | void OcclusionCullingSceneTraverser::renderCullFrustum(Camera *cam)
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| 160 | {
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| 161 | while(!mDistanceQueue->empty()) |
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| 162 | { |
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| 163 | SceneNode *node = mDistanceQueue->top(); |
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| 164 | mDistanceQueue->pop(); |
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| 165 | |
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| 166 | // interesting for visualization purpose |
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| 167 | node->setNodeVisible(false); |
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[40] | 168 | |
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[41] | 169 | //TODO: IsVisible also checked inside scenenode::_findvisibleobjects |
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| 170 | if(!cam->isVisible(node->_getWorldAABB())) |
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[32] | 171 | { |
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| 172 | mNumFrustumCulledNodes ++; |
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[41] | 173 | continue; |
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[32] | 174 | } |
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[41] | 175 | |
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| 176 | // update node's visited flag |
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| 177 | node->setLastVisited(mFrameId); |
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| 178 | node->setNodeVisible(true); |
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| 179 | traverseNode(cam, node); |
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[32] | 180 | }
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| 181 | }
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| 182 | //-----------------------------------------------------------------------
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| 183 | void OcclusionCullingSceneTraverser::renderStopAndWait(Camera *cam) |
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| 184 | { |
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| 185 | while(!mDistanceQueue->empty()) |
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| 186 | { |
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| 187 | SceneNode *node = mDistanceQueue->top(); |
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| 188 | mDistanceQueue->pop(); |
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| 189 | |
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| 190 | // interesting for the visualization |
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| 191 | node->setNodeVisible(false); |
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| 192 | node->setLastVisited(mFrameId); |
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| 193 | |
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[42] | 194 | bool intersects = false; |
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[41] | 195 | //TODO: Isvisible also checked inside scenenode::findvisibleobjects |
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[42] | 196 | if(!cam->isVisible(node->_getWorldAABB(), intersects)) |
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[32] | 197 | { |
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[41] | 198 | mNumFrustumCulledNodes ++; |
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| 199 | continue; |
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| 200 | } |
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| 201 | |
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[42] | 202 | // if intersects near plane => skip occlusion query because wrong results possible |
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| 203 | if(intersects) |
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| 204 | { |
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| 205 | node->setNodeVisible(true); |
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| 206 | traverseNode(cam, node); |
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| 207 | |
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| 208 | continue; |
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| 209 | } |
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| 210 | |
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[41] | 211 | HardwareOcclusionQuery *query = issueOcclusionQuery(&node->_getWorldAABB(), false); |
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[32] | 212 | |
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[41] | 213 | unsigned int visiblePixels; |
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| 214 | // wait if result not available |
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| 215 | query->pullOcclusionQuery(&visiblePixels); |
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[51] | 216 | |
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[41] | 217 | // node visible |
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| 218 | if(visiblePixels > mVisibilityThreshold) |
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| 219 | { |
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[42] | 220 | node->setNodeVisible(true); |
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[41] | 221 | traverseNode(cam, node); |
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[32] | 222 | } |
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| 223 | else |
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| 224 | { |
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[41] | 225 | mNumQueryCulledNodes ++; |
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[32] | 226 | } |
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| 227 | } |
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| 228 | } |
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| 229 | //----------------------------------------------------------------------- |
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[41] | 230 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::issueOcclusionQuery( |
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| 231 | AxisAlignedBox *box, bool wasVisible ) |
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[32] | 232 | { |
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| 233 | // change state so the bounding box gets not actually rendered on the screen |
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[41] | 234 | // TODO: in rendervisibleobjects, the rendermode is changed by ogre itself => change this!! |
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[44] | 235 | |
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[51] | 236 | setRenderingMode(MODE_QUERY); |
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| 237 | //setRenderingMode(MODE_RENDER);
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[32] | 238 |
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| 239 | // get next available test id |
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[42] | 240 | HardwareOcclusionQuery *query = getNextOcclusionQuery(); |
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[41] | 241 | |
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| 242 | //-- the actual query test |
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[32] | 243 | query->beginOcclusionQuery(); |
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| 244 |
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[41] | 245 | renderBoundingBox(box);
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[32] | 246 |
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| 247 | query->endOcclusionQuery();
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| 248 |
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| 249 | return query;
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| 250 | }
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| 251 | //-----------------------------------------------------------------------
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| 252 | void OcclusionCullingSceneTraverser::setRenderingMode( int mode ) |
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| 253 | { |
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| 254 | // avoid unnecessary state changes |
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[44] | 255 | //if(mode != mQueryMode) |
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| 256 | //{ |
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[32] | 257 | bool enabled = (mode == MODE_RENDER); |
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[51] | 258 | //if(mode == MODE_QUERY){ |
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[32] | 259 | mRenderSystem->_setColourBufferWriteEnabled(enabled, |
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| 260 | enabled, enabled, enabled); |
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| 261 | mRenderSystem->_setDepthBufferWriteEnabled(enabled); |
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| 262 | mRenderSystem->setLightingEnabled(enabled); |
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[51] | 263 | //} |
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[32] | 264 | mQueryMode = mode; |
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[44] | 265 | //} |
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[32] | 266 | }
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| 267 | //-----------------------------------------------------------------------
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| 268 | void OcclusionCullingSceneTraverser::traverseNode( Camera *cam, SceneNode *node )
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| 269 | {
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| 270 | mNumTraversedNodes ++;
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[34] | 271 |
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[32] | 272 | if(node->numAttachedObjects() > 0)
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| 273 | {
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| 274 | renderSceneNode(cam, node);
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| 275 | }
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| 276 |
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| 277 | // internal node: add children to priority queue for further processing
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| 278 | Node::ChildNodeIterator it = node->getChildIterator();
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| 279 |
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| 280 | while (it.hasMoreElements())
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| 281 | {
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| 282 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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| 283 | mDistanceQueue->push(sceneChild);
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| 284 | }
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| 285 | }
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| 286 | //-----------------------------------------------------------------------
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| 287 | void OcclusionCullingSceneTraverser::renderSceneNode( Camera *cam, SceneNode *node )
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| 288 | {
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[41] | 289 | //TODO: does not do any changes
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[32] | 290 | setRenderingMode(MODE_RENDER);
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| 291 |
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| 292 | mSceneManager->_renderSceneNode(cam, node);
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| 293 | }
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| 294 | //-----------------------------------------------------------------------
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[42] | 295 | /* void OcclusionCullingSceneTraverser::preprocess( void )
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[32] | 296 | {
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| 297 | //-- initialise occlusion queries.
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| 298 | deleteQueries();
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[37] | 299 |
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[41] | 300 | for(unsigned int i=0; i < mNumQueries; i++)
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[32] | 301 | {
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| 302 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
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| 303 | }
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[42] | 304 | }*/
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[32] | 305 | //-----------------------------------------------------------------------
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| 306 | void OcclusionCullingSceneTraverser::setSceneManager( SceneManager *sm )
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| 307 | {
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| 308 | mSceneManager = sm;
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| 309 | }
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| 310 | //-----------------------------------------------------------------------
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| 311 | void OcclusionCullingSceneTraverser::setRenderSystem( RenderSystem *rsys )
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| 312 | {
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| 313 | mRenderSystem = rsys;
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| 314 | }
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| 315 | //-----------------------------------------------------------------------
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| 316 | /*unsigned int OcclusionCullingSceneManager::countSceneNodes(SceneNode *node)
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| 317 | {
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| 318 | unsigned int result = 1;
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| 319 |
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| 320 | Node::ChildNodeIterator it = node->getChildIterator();
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| 321 |
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| 322 | while (it.hasMoreElements())
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| 323 | {
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| 324 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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| 325 | result += countSceneNodes(sceneChild);
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| 326 | }
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| 327 |
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| 328 | return result;
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| 329 | }*/
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| 330 | //-----------------------------------------------------------------------
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| 331 | bool OcclusionCullingSceneTraverser::isLeaf( SceneNode *node )
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| 332 | {
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| 333 | return (node->numChildren() == 0);
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| 334 | }
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| 335 | //-----------------------------------------------------------------------
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[42] | 336 | void OcclusionCullingSceneTraverser::pullUpVisibility( Camera *cam, SceneNode *node )
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[32] | 337 | {
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| 338 | while(node && !node->isNodeVisible()) |
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| 339 | { |
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[42] | 340 | // if we come across some renderable geometry => render it |
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| 341 | if(node->numAttachedObjects() > 0) |
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| 342 | { |
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| 343 | renderSceneNode(cam, node); |
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| 344 | } |
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| 345 | |
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[32] | 346 | node->setNodeVisible(true); |
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[42] | 347 | node = node->getParentSceneNode(); |
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[32] | 348 | }
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| 349 | }
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| 350 | //-----------------------------------------------------------------------
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| 351 | void OcclusionCullingSceneTraverser::deleteQueries( void )
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| 352 | {
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[51] | 353 | for(unsigned int i=0; i < (unsigned int)mOcclusionQueries.size(); ++i)
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[32] | 354 | delete mOcclusionQueries[i];
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| 355 |
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| 356 | mOcclusionQueries.clear();
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| 357 | }
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| 358 | //-----------------------------------------------------------------------
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[41] | 359 | void OcclusionCullingSceneTraverser::renderBoundingBox( AxisAlignedBox *box )
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[32] | 360 | {
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| 361 | // Render two halfes of the bounding box (using triangle fans)
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| 362 | for(int half = 0; half < 2; half ++)
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| 363 | {
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[51] | 364 | static Matrix4 xform[256];
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| 365 | //TODO: this should be full bounding box
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[41] | 366 | SolidHalfBoundingBox *halfbox = getSolidHalfBoundingBox(half);
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| 367 | halfbox->setupBoundingBox(*box);
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[51] | 368 |
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| 369 | //mRenderSystem->_setWorldMatrix(Matrix4::IDENTITY); |
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| 370 | // Set world transformation |
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| 371 | /*halfbox->getWorldTransforms(xform); |
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| 372 | |
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| 373 | int numMatrices = halfbox->getNumWorldTransforms(); |
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| 374 | if (numMatrices > 1) |
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| 375 | { |
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| 376 | mRenderSystem->_setWorldMatrices(xform, numMatrices); |
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| 377 | } |
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| 378 | else |
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| 379 | { |
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| 380 | mRenderSystem->_setWorldMatrix(*xform); |
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| 381 | } |
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| 382 | mRenderSystem->setClipPlanes(halfbox->getClipPlanes()); |
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| 383 | |
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[32] | 384 | static RenderOperation ro; |
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[39] | 385 | |
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[41] | 386 | mSceneManager->useRenderableViewProjMode(halfbox);
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| 387 | halfbox->getRenderOperation(ro);
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| 388 | ro.srcRenderable = halfbox;
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[51] | 389 | mRenderSystem->_render(ro);*/
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[32] | 390 |
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[51] | 391 | mSceneManager->myrenderSingleObject(getSolidHalfBoundingBox(half),
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| 392 | getSolidHalfBoundingBox(half)->getTechnique()->getPass(0), false);
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[32] | 393 | }
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| 394 | }
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| 395 | //-----------------------------------------------------------------------
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| 396 | SolidHalfBoundingBox *OcclusionCullingSceneTraverser::getSolidHalfBoundingBox( int half )
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| 397 | {
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| 398 | if(!mHalfBoundingBox[half])
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| 399 | mHalfBoundingBox[half] = new SolidHalfBoundingBox(half == 1);
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| 400 |
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| 401 | return mHalfBoundingBox[half];
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| 402 | }
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| 403 | //-----------------------------------------------------------------------
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[42] | 404 | void OcclusionCullingSceneTraverser::setNumSceneNodes(int num)
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| 405 | {
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| 406 | mNumSceneNodes = num;
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| 407 | }
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| 408 | //-----------------------------------------------------------------------
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| 409 | /*void OcclusionCullingSceneTraverser::setNumQueries(int num)
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| 410 | {
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| 411 | mNumQueries = num;
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| 412 | }*/
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| 413 | //-----------------------------------------------------------------------
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| 414 | void OcclusionCullingSceneTraverser::setSceneRoot(SceneNode *root)
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| 415 | {
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| 416 | mSceneRoot = root;
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| 417 | }
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| 418 | //-----------------------------------------------------------------------
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| 419 | void OcclusionCullingSceneTraverser::initDistanceQueue(Camera *cam)
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| 420 | {
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| 421 | mDistanceQueue = new PriorityQueue(myless<SceneNode *>(cam));
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| 422 | mDistanceQueue->push(mSceneRoot);
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| 423 | }
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| 424 | //-----------------------------------------------------------------------
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| 425 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::getNextOcclusionQuery(void)
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| 426 | {
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| 427 | if(mCurrentTestIdx == mOcclusionQueries.size())
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| 428 | {
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| 429 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
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[51] | 430 | //char *msg = "creating query!!\n"; OutputDebugString(msg);
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[42] | 431 | }
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| 432 |
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| 433 | return mOcclusionQueries[mCurrentTestIdx ++];
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| 434 | }
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| 435 | //-----------------------------------------------------------------------
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[32] | 436 | bool OcclusionCullingSceneTraverser::setOption( const String & key, const void * val )
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| 437 | {
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| 438 | if ( key == "Algorithm" )
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| 439 | {
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| 440 | mCurrentAlgorithm = * static_cast < const int * > ( val );
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| 441 | return true;
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| 442 | }
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| 443 | if ( key == "Threshold" )
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| 444 | {
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| 445 | mVisibilityThreshold = * static_cast < const int * > ( val );
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| 446 | return true;
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| 447 | }
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| 448 |
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| 449 | return false;
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| 450 | }
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| 451 | //-----------------------------------------------------------------------
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| 452 | bool OcclusionCullingSceneTraverser::getOption( const String & key, void *val )
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| 453 | {
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| 454 | if ( key == "Algorithm" )
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| 455 | {
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| 456 | * static_cast < int * > ( val ) = mCurrentAlgorithm;
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| 457 | return true;
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| 458 | }
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| 459 | if ( key == "Threshold" )
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| 460 | {
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| 461 | * static_cast < unsigned int * > ( val ) = mVisibilityThreshold;
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| 462 | return true;
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| 463 | }
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| 464 | if ( key == "NumSceneNodes" )
|
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| 465 | {
|
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| 466 | * static_cast < unsigned int * > ( val ) = mNumSceneNodes;
|
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| 467 | return true;
|
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| 468 | }
|
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| 469 | if ( key == "NumTraversedNodes" )
|
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| 470 | {
|
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| 471 | * static_cast < unsigned int * > ( val ) = mNumTraversedNodes;
|
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| 472 | return true;
|
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| 473 | }
|
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| 474 | if ( key == "NumQueryCulledNodes" )
|
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| 475 | {
|
---|
| 476 | * static_cast < unsigned int * > ( val ) = mNumQueryCulledNodes;
|
---|
| 477 | return true;
|
---|
| 478 | }
|
---|
| 479 | if ( key == "NumFrustumCulledNodes" )
|
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| 480 | {
|
---|
| 481 | * static_cast < unsigned int * > ( val ) = mNumFrustumCulledNodes;
|
---|
| 482 | return true;
|
---|
| 483 | }
|
---|
| 484 | return false;
|
---|
| 485 | }
|
---|
[33] | 486 | //-----------------------------------------------------------------------
|
---|
| 487 | bool OcclusionCullingSceneTraverser::getOptionKeys( StringVector & refKeys )
|
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| 488 | {
|
---|
| 489 | refKeys.push_back( "Algorithm" );
|
---|
| 490 | refKeys.push_back( "Threshold" );
|
---|
| 491 | refKeys.push_back( "NumSceneNodes" ); |
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| 492 | refKeys.push_back( "NumTraversedNodes" ); |
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| 493 | refKeys.push_back( "NumQueryCulledNodes" ); |
---|
| 494 | refKeys.push_back( "NumFrustumCulledNodes" ); |
---|
| 495 | //refKeys.push_back( "mNumRenderedGeometry" );
|
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| 496 |
|
---|
| 497 | return true;
|
---|
| 498 | }
|
---|
[32] | 499 | }
|
---|