void CullVisitor::apply(osg::OcclusionQueryNode& node)
{
    if (isCulled(node)) return;

    // push the culling mode.
    pushCurrentMask();

    // push the node's state.
    StateSet* node_state = node.getStateSet();
    if (node_state) pushStateSet(node_state);


    osg::Camera* camera = getCurrentCamera();
    
    // If previous query indicates visible, then traverse as usual.
    if (node.getPassed( camera, *this ))
        handle_cull_callbacks_and_traverse(node);

    // Traverse the query subtree if OcclusionQueryNode needs to issue another query.
    node.traverseQuery( camera, *this );

    // Traverse the debug bounding geometry, if enabled.
    node.traverseDebug( *this );


    // pop the node's state off the render graph stack.    
    if (node_state) popStateSet();

    // pop the culling mode.
    popCurrentMask();
}
Ejemplo n.º 2
0
void ScreenMVCullVisitor::apply(osg::OcclusionQueryNode& node)
{
    bool status = _cullingStatus;
    bool firstStatus = _firstCullStatus;

    if(isCulled(node))
    {
        _firstCullStatus = firstStatus;
        _cullingStatus = status;
        return;
    }

    // push the culling mode.
    pushCurrentMask();

    // push the node's state.
    StateSet* node_state = node.getStateSet();
    if(node_state)
        pushStateSet(node_state);

    osg::Camera* camera = getCurrentCamera();

    // If previous query indicates visible, then traverse as usual.
#if (OPENSCENEGRAPH_MAJOR_VERSION == 2) && (OPENSCENEGRAPH_MINOR_VERSION == 9) && (OPENSCENEGRAPH_PATCH_VERSION <= 7)
    if (node.getPassed( camera, getDistanceToEyePoint( node.getBound()._center, false ) ))
#else
    if(node.getPassed(camera,*this))
#endif
        handle_cull_callbacks_and_traverse(node);

    // Traverse the query subtree if OcclusionQueryNode needs to issue another query.
    node.traverseQuery(camera,*this);

    // Traverse the debug bounding geometry, if enabled.
    node.traverseDebug(*this);

    // pop the node's state off the render graph stack.    
    if(node_state)
        popStateSet();

    // pop the culling mode.
    popCurrentMask();

    _firstCullStatus = firstStatus;
    _cullingStatus = status;
}