Moved osg::Impostor to osgSim::Impostor, as Impostor isn't a core feature.
This commit is contained in:
@@ -1,114 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_IMPOSTOR
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#define OSG_IMPOSTOR 1
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#include <osg/LOD>
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#include <osg/ImpostorSprite>
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#include <osg/buffered_value>
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namespace osg {
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/** Impostor - is a form of Level Of Detail group node which allows both switching
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* between children depending on distance from eye point and image caching.
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*
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* The principle behind Imposters is that they cache an image of real geometry and then the image is drawn
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* in subsequent frames instead of the real geometry. It's a bit like a
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* Billboard *but* is updated at runtime and w.r.t view point. By drawing
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* just the texture mapped quad you can cut down scene complexity and
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* improve performance.
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*
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* For more details have a look at:
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*
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* http://grail.cs.washington.edu/projects/hic/
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*
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* The OSG doesn't implement exactly the same technique as above, but its
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* should be a good starting place. The OSG's impostors are much less
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* intrusive since you don't need to restructure your whole scene to use
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* them.
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*
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* All you need to do to use Impostors is to set up the visible
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* range values for each LOD child of the Impostor, as per osg::LOD,
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* and set an Impostor threshold to tell the renderer at what distance
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* the Impostor's image caching should cut in. The osg::CullVisitor
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* automatically handles all the setting of pre-rendering stages to
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* calculate the required ImpostorSprites (which encapsulates the image
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* cache and quad), and updates them as the view point changes. If you
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* use osg::SceneView/CullVisitor all the complexity of supporting
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* Impostor will be nicely hidden away.
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*
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* TODO:
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* Various improvements are planned for the Impostor-
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* 1) Estimation of how many frames an ImpostorSprite will be reused, if
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* it won't be used more often than a minimum threshold then do not create
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* ImpostorSprite - use the real geometry.
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* 2) Sharing of texture memory between ImpostorSprites.
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* 3) Simple 3D geometry for ImpostorSprite's rather than Billboarding.
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* 4) Shrinking of the ImpostorSprite size to more closely fit the underlying
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* geometry.
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*/
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class OSG_EXPORT Impostor : public LOD
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{
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public :
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Impostor();
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Impostor(const Impostor& es, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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LOD(es,copyop),
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_impostorThreshold(es._impostorThreshold) {}
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META_Node(osg, Impostor);
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typedef std::vector< ref_ptr<ImpostorSprite> > ImpostorSpriteList;
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/** Set the Impostor threshold distance.
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* For eye points further than this threshold the Imposter is used if appropriate,
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* otherwise the LOD children as chosen as per a standard LOD node.
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*/
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inline void setImpostorThreshold(float distance) { _impostorThreshold = distance; }
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/* Get the Impostor threshold distance. */
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inline float getImpostorThreshold() const { return _impostorThreshold; }
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/** Set the Impostor threshold distance relative to the node's bounding
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* sphere's radius.
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*/
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inline void setImpostorThresholdToBound(float ratio=1.0f) { _impostorThreshold = getBound().radius()*ratio; }
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/** Find the ImposterSprite which fits the current eye point best. */
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ImpostorSprite* findBestImpostorSprite(unsigned int contextID, const osg::Vec3& currLocalEyePoint) const;
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/** Add an ImpostorSprite to the Impostor. */
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void addImpostorSprite(unsigned int contextID, ImpostorSprite* is);
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/** Get the list of ImpostorSprites attached to this Impostor. */
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inline ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) { return _impostorSpriteListBuffer[contexID]; }
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/** Get a const list of ImpostorSprites attached to this const Impostor. */
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inline const ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) const { return _impostorSpriteListBuffer[contexID]; }
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protected :
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virtual ~Impostor() {}
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virtual bool computeBound() const;
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mutable buffered_object<ImpostorSpriteList> _impostorSpriteListBuffer;
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float _impostorThreshold;
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};
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}
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#endif
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@@ -1,227 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_ImpostorSprite
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#define OSG_ImpostorSprite 1
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#include <osg/Vec2>
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#include <osg/BoundingSphere>
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#include <osg/Drawable>
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#include <osg/ImpostorSprite>
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#include <osg/AlphaFunc>
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#include <osg/TexEnv>
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namespace osg {
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class Texture2D;
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class Impostor;
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class ImpostorSpriteManager;
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/** An ImposterSprite is a textured quad which is rendered in place of
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* 3D geometry. The ImposterSprite is generated by rendering the original
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* 3D geometry to a texture as an image cache. The ImpostorSprite is
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* automatically generated by the osgUtil::CullVisitor so it not
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* necessary to deal with it directly.
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*/
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class OSG_EXPORT ImpostorSprite : public Drawable
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{
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public:
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ImpostorSprite();
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/** Clone an object of the same type as an ImpostorSprite. */
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virtual Object* cloneType() const { return new ImpostorSprite(); }
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/** Clone on ImpostorSprite just returns a clone of type,
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* since it is not appropriate to share data of an ImpostorSprite.
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*/
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virtual Object* clone(const CopyOp&) const { return new ImpostorSprite(); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const ImpostorSprite*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "ImpostorSprite"; }
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/** Set the parent, which must be an Impostor.
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* Unlike conventional Drawables, ImpostorSprites can only ever have
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* one parent.
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*/
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void setParent(Impostor* parent) { _parent = parent; }
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/** Get the parent, which is an Impostor. */
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Impostor* getParent() { return _parent; }
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/** Get the const parent, which is an Impostor. */
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const Impostor* getParent() const { return _parent; }
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/** Set the eye point for when the ImpostorSprite was snapped. */
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inline void setStoredLocalEyePoint(const Vec3& v) { _storedLocalEyePoint=v; }
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/** Get the eye point for when the ImpostorSprite was snapped. */
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inline const Vec3& getStoredLocalEyePoint() const { return _storedLocalEyePoint; }
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/** Set the frame number for when the ImpostorSprite was last used in rendering. */
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inline void setLastFrameUsed(int frameNumber) { _lastFrameUsed = frameNumber; }
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/** Get the frame number for when the ImpostorSprite was last used in rendering. */
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inline int getLastFrameUsed() const { return _lastFrameUsed; }
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/** Get the coordinates of the corners of the quad.
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* Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
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*/
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inline Vec3* getCoords() { return _coords; }
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/** Get the const coordinates of the corners of the quad. */
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inline const Vec3* getCoords() const { return _coords; }
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/** Get the texture coordinates of the corners of the quad.
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* Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
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*/
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inline Vec2* getTexCoords() { return _texcoords; }
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/** Get the const texture coordinates of the corners of the quad. */
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inline const Vec2* getTexCoords() const { return _texcoords; }
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/** Get the control coordinates of the corners of the quad.
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* The control coordinates are the corners of the quad projected
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* out onto the front face of bounding box which enclosed the impostor
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* geometry when it was pre-rendered into the impostor sprite's texture.
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* At the point of creation/or update of the impostor sprite the control
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* coords will lie on top of the corners of the quad in screen space - with a pixel error
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* of zero. Once the camera moves relative to the impostor sprite the
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* control coords will no longer lie on top of the corners of the quad in
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* screen space - a pixel error will have accumulated. This pixel error
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* can then be used to determine whether the impostor needs to be updated.
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* Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
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*/
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inline Vec3* getControlCoords() { return _controlcoords; }
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/** Get the const control coordinates of the corners of the quad. */
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inline const Vec3* getControlCoords() const { return _controlcoords; }
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/** Calculate the pixel error value for passing in the ModelViewProjectionWindow transform,
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* which transform local coords into screen space.
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*/
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float calcPixelError(const Matrix& MVPW) const;
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void setTexture(Texture2D* tex,int s,int t);
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Texture2D* getTexture() { return _texture; }
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const Texture2D* getTexture() const { return _texture; }
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int s() const { return _s; }
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int t() const { return _t; }
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/** Draw ImpostorSprite directly. */
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virtual void drawImplementation(State& state) const;
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/** Return true, osg::ImpostorSprite does support accept(AttributeFunctor&). */
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virtual bool supports(const AttributeFunctor&) const { return true; }
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/** Accept an AttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has. */
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virtual void accept(AttributeFunctor& af);
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/** Return true, osg::ImpostorSprite does support accept(ConstAttributeFunctor&). */
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virtual bool supports(const ConstAttributeFunctor&) const { return true; }
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/** Accept a ConstAttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has. */
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virtual void accept(ConstAttributeFunctor& af) const;
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/** Return true, osg::ImpostorSprite does support accept(PrimitiveFunctor&). */
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virtual bool supports(const PrimitiveFunctor&) const { return true; }
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/** Accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has. */
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virtual void accept(PrimitiveFunctor& pf) const;
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// for debugging purposes.
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Vec4 _color;
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protected:
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ImpostorSprite(const ImpostorSprite&):Drawable() {}
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ImpostorSprite& operator = (const ImpostorSprite&) { return *this;}
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virtual ~ImpostorSprite();
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virtual bool computeBound() const;
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Impostor* _parent;
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friend class osg::ImpostorSpriteManager;
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// support for a double linked list managed by the
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// ImposotorSpriteManager.
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ImpostorSpriteManager* _ism;
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ImpostorSprite* _previous;
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ImpostorSprite* _next;
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int _lastFrameUsed;
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Vec3 _storedLocalEyePoint;
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Vec3 _coords[4];
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Vec2 _texcoords[4];
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Vec3 _controlcoords[4];
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Texture2D* _texture;
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int _s;
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int _t;
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};
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/** Helper class for managing the reuse of ImpostorSprite resources. */
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class OSG_EXPORT ImpostorSpriteManager : public Referenced
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{
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public:
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ImpostorSpriteManager();
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bool empty() const { return _first==0; }
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ImpostorSprite* first() { return _first; }
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ImpostorSprite* last() { return _last; }
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void push_back(ImpostorSprite* is);
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void remove(ImpostorSprite* is);
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ImpostorSprite* createOrReuseImpostorSprite(int s,int t,int frameNumber);
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StateSet* createOrReuseStateSet();
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void reset();
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protected:
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~ImpostorSpriteManager();
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ref_ptr<TexEnv> _texenv;
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ref_ptr<AlphaFunc> _alphafunc;
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ImpostorSprite* _first;
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ImpostorSprite* _last;
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typedef std::vector< ref_ptr<StateSet> > StateSetList;
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StateSetList _stateSetList;
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unsigned int _reuseStateSetIndex;
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};
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}
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#endif
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@@ -26,7 +26,6 @@ class ClipNode;
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class CoordinateSystemNode;
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class Geode;
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class Group;
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class Impostor;
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class LightSource;
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class LOD;
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class MatrixTransform;
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@@ -241,7 +240,6 @@ class OSG_EXPORT NodeVisitor : public virtual Referenced
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virtual void apply(Sequence& node) { apply((Group&)node); }
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virtual void apply(LOD& node) { apply((Group&)node); }
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virtual void apply(PagedLOD& node) { apply((LOD&)node); }
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virtual void apply(Impostor& node) { apply((LOD&)node); }
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virtual void apply(ClearNode& node) { apply((Group&)node); }
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virtual void apply(OccluderNode& node) { apply((Group&)node); }
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