1 | #include "OgreOcclusionCullingTerrainSceneTraverser.h"
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2 | //#include <windows.h>
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3 |
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4 | namespace Ogre {
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5 | //-----------------------------------------------------------------------
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6 | void OcclusionCullingTerrainSceneTraverser::traverseNode( Camera *cam, SceneNode *node )
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7 | {
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8 | mNumTraversedNodes ++;
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9 |
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10 | if(node->numAttachedObjects() > 0)
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11 | {
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12 | renderSceneNode(cam, node);
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13 | }
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14 |
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15 | // internal node: add children to priority queue for further processing
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16 | Node::ChildNodeIterator it = node->getChildIterator();
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17 |
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18 | while (it.hasMoreElements())
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19 | {
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20 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
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21 | mDistanceQueue->push(sceneChild);
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22 | }
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23 | }
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24 | /* //-----------------------------------------------------------------------
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25 | void OcclusionCullingTerrainSceneTraverser::renderSceneNode( Camera *cam, SceneNode *node )
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26 | {
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27 | setRenderingMode(MODE_RENDER);
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28 |
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29 | //HACK (too slow)
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30 | mSceneManager->_renderSceneNode(cam, node);
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31 | //MessageBox( NULL, "myplugin registered", "this is my plugin", MB_OK | MB_ICONERROR | MB_TASKMODAL);
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32 | }
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33 | //-----------------------------------------------------------------------
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34 | bool OcclusionCullingTerrainSceneTraverser::isLeaf( SceneNode *node )
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35 | {
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36 | return (node->numChildren() == 0);
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37 | }
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38 | //-----------------------------------------------------------------------
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39 | void OcclusionCullingTerrainSceneTraverser::pullUpVisibility( SceneNode *node )
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40 | {
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41 | while(node && !node->isNodeVisible()) |
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42 | { |
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43 | node->setNodeVisible(true); |
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44 | node = static_cast<SceneNode *>(node->getParent()); |
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45 | }
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46 | }
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47 | //-----------------------------------------------------------------------
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48 | void OcclusionCullingTerrainSceneTraverser::renderBoundingBox( SceneNode *node )
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49 | {
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50 | // Render two halfes of the bounding box (using triangle fans)
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51 | for(int half = 0; half < 2; half ++)
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52 | {
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53 | SolidHalfBoundingBox *box = getSolidHalfBoundingBox(half);
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54 |
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55 | box->setupBoundingBox(node->_getWorldAABB());
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56 |
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57 | static RenderOperation ro; |
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58 | mSceneManager->useRenderableViewProjMode(box);
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59 | box->getRenderOperation(ro);
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60 | ro.srcRenderable = box;
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61 | mRenderSystem->_render(ro);
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62 |
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63 | //mSceneManager->renderSingleObject(getSolidHalfBoundingBox(half),
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64 | // getSolidHalfBoundingBox(half)->getTechnique()->getPass(0), false);
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65 | }
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66 | }*/
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67 | }
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