1 | void NV_PureKdTreeRenderAction::TraverseNode(KdTreeNode *pCurrNode) |
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2 | { |
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3 | if (pCurrNode->m_bLeaf) |
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4 | { |
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5 | // this has a frame counter to prevent double rendering |
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6 | pCurrNode->RenderGeometry(); |
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7 | } |
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8 | else |
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9 | { |
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10 | Point3f ptViewpoint = GetState()->GetCamera()->GetPosition(); |
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11 | |
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12 | //---- insert the children in the reverse order as they shall be dealt with |
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13 | if (ptViewpoint[pCurrNode->m_iSplitAxis] > pCurrNode->m_fSplitValue) |
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14 | { |
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15 | m_TraverseStack.Push(pCurrNode->m_pLeftChild); |
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16 | m_TraverseStack.Push(pCurrNode->m_pRightChild); |
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17 | } |
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18 | else |
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19 | { |
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20 | m_TraverseStack.Push(pCurrNode->m_pRightChild); |
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21 | m_TraverseStack.Push(pCurrNode->m_pLeftChild); |
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22 | } |
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23 | } // no leaf |
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24 | } |
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25 | |
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26 | |
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27 | //---- the actual render algorithm |
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28 | void NV_PureKdTreeRenderAction::RenderSorted() |
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29 | { |
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30 | KdTreeNode * pCurrNode; |
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31 | int iTestCounter = 0; |
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32 | |
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33 | //---- clear the two needed datastructures |
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34 | m_TraverseStack.Clear(); |
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35 | m_NVTestQueue.Clear(); |
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36 | |
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37 | //---- generate the occlusion queries |
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38 | glGenOcclusionQueriesNV(m_nNumNodes, m_pOcclusionQueries); |
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39 | |
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40 | //---- take the root as a start |
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41 | m_pKdTree->m_iPlaneMask = 0x3f; // = 0011 1111 which means that at the beginning, all six planes have to frustum culled |
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42 | m_TraverseStack.Push(m_pKdTree); |
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43 | |
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44 | //---- the loop |
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45 | while ((!m_TraverseStack.Empty()) || (!m_NVTestQueue.Empty())) |
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46 | { |
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47 | bool result_available; |
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48 | |
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49 | while (!m_NVTestQueue.Empty() && |
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50 | (m_TraverseStack.Empty() || |
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51 | (result_available = ResultAvailable(m_NVTestQueue.GetFirst()->m_nTest)) |
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52 | ) |
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53 | ) |
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54 | { |
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55 | pCurrNode = m_NVTestQueue.GetFirst(); m_NVTestQueue.RemoveFirst(); |
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56 | |
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57 | // the next line is only interesting if we want to avoid double rendering already here: |
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58 | //bool was_visible = pCurrNode->m_bVisible && (m_nLastVisitedId == (GetCurrentFrame() - 1)); |
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59 | |
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60 | // update visibility classification (this is the wait variety!) |
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61 | pCurrNode->m_bVisible = GetVisiblePixels(pCurrNode->m_nTest) > Settings::Global()->get_nvocc_pixel_treshold(); |
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62 | pCurrNode->m_nLastVisitedId = GetCurrentFrame(); |
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63 | |
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64 | if (pCurrNode->m_bVisible) // && !was_visible) // note: could prevent double rendering already here! |
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65 | { |
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66 | pCurrNode->MakeParentsVisible(); |
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67 | TraverseNode(pCurrNode); |
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68 | } // visible |
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69 | } |
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70 | |
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71 | //---- the second part manages the distance heap |
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72 | if (!m_TraverseStack.Empty()) |
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73 | { |
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74 | //---- get the element with the lowest distance |
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75 | pCurrNode = m_TraverseStack.Pop(); |
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76 | |
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77 | // question: what is the difference if we do frustum culling only after setting visibility? |
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78 | if (pCurrNode->IsWithinViewFrustum()) |
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79 | { |
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80 | bool was_visible = pCurrNode->m_bVisible && (pCurrNode->m_nLastVisitedId == (GetCurrentFrame() - 1)); |
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81 | |
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82 | // note: this is actually only done for internal nodes and could be skipped for leaf nodes |
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83 | // in which case leaf node double rendering could be prevented here (see above) |
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84 | pCurrNode->m_bVisible = FALSE; |
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85 | pCurrNode->m_nLastVisitedId = GetCurrentFrame(); |
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86 | |
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87 | if (pCurrNode->m_bLeaf || !was_visible) |
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88 | { |
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89 | if (pCurrNode->m_pSuccessor->IssueNVTest(m_pOcclusionQueries[iTestCounter])) ++iTestCounter; |
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90 | m_NVTestQueue.Append(pCurrNode); |
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91 | } |
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92 | |
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93 | if (was_visible) |
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94 | { |
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95 | TraverseNode(pCurrNode); |
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96 | } |
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97 | } |
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98 | } |
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99 | } |
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100 | |
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101 | //---- tell the driver that the occlusion queries won't be needed any more |
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102 | glDeleteOcclusionQueriesNV(m_nNumNodes, m_pOcclusionQueries); |
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103 | |
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104 | } |
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