Moved osg::Impostor to osgSim::Impostor, as Impostor isn't a core feature.

This commit is contained in:
Robert Osfield
2005-05-01 19:48:49 +00:00
parent 7de1265059
commit 03232ec667
41 changed files with 702 additions and 845 deletions

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@@ -1,114 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_IMPOSTOR
#define OSG_IMPOSTOR 1
#include <osg/LOD>
#include <osg/ImpostorSprite>
#include <osg/buffered_value>
namespace osg {
/** Impostor - is a form of Level Of Detail group node which allows both switching
* between children depending on distance from eye point and image caching.
*
* The principle behind Imposters is that they cache an image of real geometry and then the image is drawn
* in subsequent frames instead of the real geometry. It's a bit like a
* Billboard *but* is updated at runtime and w.r.t view point. By drawing
* just the texture mapped quad you can cut down scene complexity and
* improve performance.
*
* For more details have a look at:
*
* http://grail.cs.washington.edu/projects/hic/
*
* The OSG doesn't implement exactly the same technique as above, but its
* should be a good starting place. The OSG's impostors are much less
* intrusive since you don't need to restructure your whole scene to use
* them.
*
* All you need to do to use Impostors is to set up the visible
* range values for each LOD child of the Impostor, as per osg::LOD,
* and set an Impostor threshold to tell the renderer at what distance
* the Impostor's image caching should cut in. The osg::CullVisitor
* automatically handles all the setting of pre-rendering stages to
* calculate the required ImpostorSprites (which encapsulates the image
* cache and quad), and updates them as the view point changes. If you
* use osg::SceneView/CullVisitor all the complexity of supporting
* Impostor will be nicely hidden away.
*
* TODO:
* Various improvements are planned for the Impostor-
* 1) Estimation of how many frames an ImpostorSprite will be reused, if
* it won't be used more often than a minimum threshold then do not create
* ImpostorSprite - use the real geometry.
* 2) Sharing of texture memory between ImpostorSprites.
* 3) Simple 3D geometry for ImpostorSprite's rather than Billboarding.
* 4) Shrinking of the ImpostorSprite size to more closely fit the underlying
* geometry.
*/
class OSG_EXPORT Impostor : public LOD
{
public :
Impostor();
Impostor(const Impostor& es, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
LOD(es,copyop),
_impostorThreshold(es._impostorThreshold) {}
META_Node(osg, Impostor);
typedef std::vector< ref_ptr<ImpostorSprite> > ImpostorSpriteList;
/** Set the Impostor threshold distance.
* For eye points further than this threshold the Imposter is used if appropriate,
* otherwise the LOD children as chosen as per a standard LOD node.
*/
inline void setImpostorThreshold(float distance) { _impostorThreshold = distance; }
/* Get the Impostor threshold distance. */
inline float getImpostorThreshold() const { return _impostorThreshold; }
/** Set the Impostor threshold distance relative to the node's bounding
* sphere's radius.
*/
inline void setImpostorThresholdToBound(float ratio=1.0f) { _impostorThreshold = getBound().radius()*ratio; }
/** Find the ImposterSprite which fits the current eye point best. */
ImpostorSprite* findBestImpostorSprite(unsigned int contextID, const osg::Vec3& currLocalEyePoint) const;
/** Add an ImpostorSprite to the Impostor. */
void addImpostorSprite(unsigned int contextID, ImpostorSprite* is);
/** Get the list of ImpostorSprites attached to this Impostor. */
inline ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) { return _impostorSpriteListBuffer[contexID]; }
/** Get a const list of ImpostorSprites attached to this const Impostor. */
inline const ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) const { return _impostorSpriteListBuffer[contexID]; }
protected :
virtual ~Impostor() {}
virtual bool computeBound() const;
mutable buffered_object<ImpostorSpriteList> _impostorSpriteListBuffer;
float _impostorThreshold;
};
}
#endif

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@@ -1,227 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_ImpostorSprite
#define OSG_ImpostorSprite 1
#include <osg/Vec2>
#include <osg/BoundingSphere>
#include <osg/Drawable>
#include <osg/ImpostorSprite>
#include <osg/AlphaFunc>
#include <osg/TexEnv>
namespace osg {
class Texture2D;
class Impostor;
class ImpostorSpriteManager;
/** An ImposterSprite is a textured quad which is rendered in place of
* 3D geometry. The ImposterSprite is generated by rendering the original
* 3D geometry to a texture as an image cache. The ImpostorSprite is
* automatically generated by the osgUtil::CullVisitor so it not
* necessary to deal with it directly.
*/
class OSG_EXPORT ImpostorSprite : public Drawable
{
public:
ImpostorSprite();
/** Clone an object of the same type as an ImpostorSprite. */
virtual Object* cloneType() const { return new ImpostorSprite(); }
/** Clone on ImpostorSprite just returns a clone of type,
* since it is not appropriate to share data of an ImpostorSprite.
*/
virtual Object* clone(const CopyOp&) const { return new ImpostorSprite(); }
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const ImpostorSprite*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "ImpostorSprite"; }
/** Set the parent, which must be an Impostor.
* Unlike conventional Drawables, ImpostorSprites can only ever have
* one parent.
*/
void setParent(Impostor* parent) { _parent = parent; }
/** Get the parent, which is an Impostor. */
Impostor* getParent() { return _parent; }
/** Get the const parent, which is an Impostor. */
const Impostor* getParent() const { return _parent; }
/** Set the eye point for when the ImpostorSprite was snapped. */
inline void setStoredLocalEyePoint(const Vec3& v) { _storedLocalEyePoint=v; }
/** Get the eye point for when the ImpostorSprite was snapped. */
inline const Vec3& getStoredLocalEyePoint() const { return _storedLocalEyePoint; }
/** Set the frame number for when the ImpostorSprite was last used in rendering. */
inline void setLastFrameUsed(int frameNumber) { _lastFrameUsed = frameNumber; }
/** Get the frame number for when the ImpostorSprite was last used in rendering. */
inline int getLastFrameUsed() const { return _lastFrameUsed; }
/** Get the coordinates of the corners of the quad.
* Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
*/
inline Vec3* getCoords() { return _coords; }
/** Get the const coordinates of the corners of the quad. */
inline const Vec3* getCoords() const { return _coords; }
/** Get the texture coordinates of the corners of the quad.
* Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
*/
inline Vec2* getTexCoords() { return _texcoords; }
/** Get the const texture coordinates of the corners of the quad. */
inline const Vec2* getTexCoords() const { return _texcoords; }
/** Get the control coordinates of the corners of the quad.
* The control coordinates are the corners of the quad projected
* out onto the front face of bounding box which enclosed the impostor
* geometry when it was pre-rendered into the impostor sprite's texture.
* At the point of creation/or update of the impostor sprite the control
* coords will lie on top of the corners of the quad in screen space - with a pixel error
* of zero. Once the camera moves relative to the impostor sprite the
* control coords will no longer lie on top of the corners of the quad in
* screen space - a pixel error will have accumulated. This pixel error
* can then be used to determine whether the impostor needs to be updated.
* Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
*/
inline Vec3* getControlCoords() { return _controlcoords; }
/** Get the const control coordinates of the corners of the quad. */
inline const Vec3* getControlCoords() const { return _controlcoords; }
/** Calculate the pixel error value for passing in the ModelViewProjectionWindow transform,
* which transform local coords into screen space.
*/
float calcPixelError(const Matrix& MVPW) const;
void setTexture(Texture2D* tex,int s,int t);
Texture2D* getTexture() { return _texture; }
const Texture2D* getTexture() const { return _texture; }
int s() const { return _s; }
int t() const { return _t; }
/** Draw ImpostorSprite directly. */
virtual void drawImplementation(State& state) const;
/** Return true, osg::ImpostorSprite does support accept(AttributeFunctor&). */
virtual bool supports(const AttributeFunctor&) const { return true; }
/** Accept an AttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has. */
virtual void accept(AttributeFunctor& af);
/** Return true, osg::ImpostorSprite does support accept(ConstAttributeFunctor&). */
virtual bool supports(const ConstAttributeFunctor&) const { return true; }
/** Accept a ConstAttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has. */
virtual void accept(ConstAttributeFunctor& af) const;
/** Return true, osg::ImpostorSprite does support accept(PrimitiveFunctor&). */
virtual bool supports(const PrimitiveFunctor&) const { return true; }
/** Accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has. */
virtual void accept(PrimitiveFunctor& pf) const;
// for debugging purposes.
Vec4 _color;
protected:
ImpostorSprite(const ImpostorSprite&):Drawable() {}
ImpostorSprite& operator = (const ImpostorSprite&) { return *this;}
virtual ~ImpostorSprite();
virtual bool computeBound() const;
Impostor* _parent;
friend class osg::ImpostorSpriteManager;
// support for a double linked list managed by the
// ImposotorSpriteManager.
ImpostorSpriteManager* _ism;
ImpostorSprite* _previous;
ImpostorSprite* _next;
int _lastFrameUsed;
Vec3 _storedLocalEyePoint;
Vec3 _coords[4];
Vec2 _texcoords[4];
Vec3 _controlcoords[4];
Texture2D* _texture;
int _s;
int _t;
};
/** Helper class for managing the reuse of ImpostorSprite resources. */
class OSG_EXPORT ImpostorSpriteManager : public Referenced
{
public:
ImpostorSpriteManager();
bool empty() const { return _first==0; }
ImpostorSprite* first() { return _first; }
ImpostorSprite* last() { return _last; }
void push_back(ImpostorSprite* is);
void remove(ImpostorSprite* is);
ImpostorSprite* createOrReuseImpostorSprite(int s,int t,int frameNumber);
StateSet* createOrReuseStateSet();
void reset();
protected:
~ImpostorSpriteManager();
ref_ptr<TexEnv> _texenv;
ref_ptr<AlphaFunc> _alphafunc;
ImpostorSprite* _first;
ImpostorSprite* _last;
typedef std::vector< ref_ptr<StateSet> > StateSetList;
StateSetList _stateSetList;
unsigned int _reuseStateSetIndex;
};
}
#endif

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@@ -26,7 +26,6 @@ class ClipNode;
class CoordinateSystemNode;
class Geode;
class Group;
class Impostor;
class LightSource;
class LOD;
class MatrixTransform;
@@ -241,7 +240,6 @@ class OSG_EXPORT NodeVisitor : public virtual Referenced
virtual void apply(Sequence& node) { apply((Group&)node); }
virtual void apply(LOD& node) { apply((Group&)node); }
virtual void apply(PagedLOD& node) { apply((LOD&)node); }
virtual void apply(Impostor& node) { apply((LOD&)node); }
virtual void apply(ClearNode& node) { apply((Group&)node); }
virtual void apply(OccluderNode& node) { apply((Group&)node); }