Moved osg::Impostor to osgSim::Impostor, as Impostor isn't a core feature.
This commit is contained in:
@@ -81,7 +81,6 @@ class PrintVisitor : public NodeVisitor
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virtual void apply(Projection& node) { apply((Group&)node); }
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virtual void apply(Switch& node) { apply((Group&)node); }
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virtual void apply(LOD& node) { apply((Group&)node); }
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virtual void apply(Impostor& node) { apply((LOD&)node); }
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protected:
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@@ -98,7 +97,6 @@ CullVisitor::CullVisitor():
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_computed_zfar(-FLT_MAX),
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_currentReuseRenderLeafIndex(0)
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{
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_impostorSpriteManager = new ImpostorSpriteManager;
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// _nearFarRatio = 0.000005f;
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}
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@@ -142,7 +140,6 @@ void CullVisitor::reset()
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(*itr)->reset();
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}
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if (_impostorSpriteManager.valid()) _impostorSpriteManager->reset();
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_nearPlaneCandidateMap.clear();
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@@ -1062,429 +1059,3 @@ void CullVisitor::apply(osg::OccluderNode& node)
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void CullVisitor::apply(Impostor& node)
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{
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if (isCulled(node)) return;
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osg::Vec3 eyeLocal = getEyeLocal();
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// push the culling mode.
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pushCurrentMask();
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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const BoundingSphere& bs = node.getBound();
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unsigned int contextID = 0;
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if (_state.valid()) contextID = _state->getContextID();
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float distance2 = (eyeLocal-bs.center()).length2();
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if (!_impostorActive ||
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distance2*_LODScale*_LODScale<osg::square(node.getImpostorThreshold()) ||
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distance2<bs.radius2()*2.0f)
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{
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// outwith the impostor distance threshold therefore simple
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// traverse the appropriate child of the LOD.
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handle_cull_callbacks_and_traverse(node);
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}
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else if (_viewportStack.empty())
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{
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// need to use impostor but no valid viewport is defined to simply
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// default to using the LOD child as above.
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handle_cull_callbacks_and_traverse(node);
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}
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else
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{
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// within the impostor distance threshold therefore attempt
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// to use impostor instead.
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RefMatrix& matrix = getModelViewMatrix();
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// search for the best fit ImpostorSprite;
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ImpostorSprite* impostorSprite = node.findBestImpostorSprite(contextID,eyeLocal);
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if (impostorSprite)
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{
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// impostor found, now check to see if it is good enough to use
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float error = impostorSprite->calcPixelError(getMVPW());
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if (error>_impostorPixelErrorThreshold)
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{
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// chosen impostor sprite pixel error is too great to use
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// from this eye point, therefore invalidate it.
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impostorSprite=NULL;
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}
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}
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// need to think about sprite reuse and support for multiple context's.
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if (impostorSprite==NULL)
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{
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// no appropriate sprite has been found therefore need to create
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// one for use.
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// create the impostor sprite.
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impostorSprite = createImpostorSprite(node);
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//if (impostorSprite) impostorSprite->_color.set(0.0f,0.0f,1.0f,1.0f);
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}
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//else impostorSprite->_color.set(1.0f,1.0f,1.0f,1.0f);
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if (impostorSprite)
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{
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// update frame number to show that impostor is in action.
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impostorSprite->setLastFrameUsed(getTraversalNumber());
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if (_computeNearFar) updateCalculatedNearFar(matrix,*impostorSprite, false);
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StateSet* stateset = impostorSprite->getStateSet();
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if (stateset) pushStateSet(stateset);
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addDrawableAndDepth(impostorSprite,&matrix,distance(node.getCenter(),matrix));
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if (stateset) popStateSet();
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}
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else
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{
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// no impostor has been selected or created so default to
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// traversing the usual LOD selected child.
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handle_cull_callbacks_and_traverse(node);
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}
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}
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// pop the node's state off the render graph stack.
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if (node_state) popStateSet();
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// pop the culling mode.
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popCurrentMask();
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}
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ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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{
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unsigned int contextID = 0;
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if (_state.valid()) contextID = _state->getContextID();
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// default to true right now, will dertermine if perspective from the
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// projection matrix...
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bool isPerspectiveProjection = true;
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const Matrix& matrix = getModelViewMatrix();
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const BoundingSphere& bs = node.getBound();
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osg::Vec3 eye_local = getEyeLocal();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<&node<<std::endl;
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return NULL;
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}
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Vec3 eye_world(0.0,0.0,0.0);
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Vec3 center_world = bs.center()*matrix;
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// no appropriate sprite has been found therefore need to create
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// one for use.
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// create the render to texture stage.
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ref_ptr<RenderToTextureStage> rtts = new RenderToTextureStage;
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// set up lighting.
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// currently ignore lights in the scene graph itself..
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// will do later.
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RenderStage* previous_stage = _currentRenderBin->getStage();
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// set up the background color and clear mask.
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osg::Vec4 clear_color = previous_stage->getClearColor();
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clear_color[3] = 0.0f; // set the alpha to zero.
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rtts->setClearColor(clear_color);
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rtts->setClearMask(previous_stage->getClearMask());
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// set up to charge the same RenderStageLighting is the parent previous stage.
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rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
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// record the render bin, to be restored after creation
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// of the render to text
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RenderBin* previousRenderBin = _currentRenderBin;
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// set the current renderbin to be the newly created stage.
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_currentRenderBin = rtts.get();
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// create quad coords (in local coords)
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Vec3 center_local = bs.center();
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Vec3 camera_up_local = getUpLocal();
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Vec3 lv_local = center_local-eye_local;
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float distance_local = lv_local.length();
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lv_local /= distance_local;
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Vec3 sv_local = lv_local^camera_up_local;
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sv_local.normalize();
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Vec3 up_local = sv_local^lv_local;
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float width = bs.radius();
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if (isPerspectiveProjection)
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{
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// expand the width to account for projection onto sprite.
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width *= (distance_local/sqrtf(distance_local*distance_local-bs.radius2()));
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}
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// scale up and side vectors to sprite width.
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up_local *= width;
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sv_local *= width;
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// create the corners of the sprite.
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Vec3 c00(center_local - sv_local - up_local);
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Vec3 c10(center_local + sv_local - up_local);
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Vec3 c01(center_local - sv_local + up_local);
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Vec3 c11(center_local + sv_local + up_local);
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// adjust camera left,right,up,down to fit (in world coords)
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Vec3 near_local ( center_local-lv_local*width );
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Vec3 far_local ( center_local+lv_local*width );
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Vec3 top_local ( center_local+up_local);
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Vec3 right_local ( center_local+sv_local);
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Vec3 near_world = near_local * matrix;
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Vec3 far_world = far_local * matrix;
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Vec3 top_world = top_local * matrix;
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Vec3 right_world = right_local * matrix;
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float znear = (near_world-eye_world).length();
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float zfar = (far_world-eye_world).length();
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float top = (top_world-center_world).length();
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float right = (right_world-center_world).length();
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znear *= 0.9f;
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zfar *= 1.1f;
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// set up projection.
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osg::RefMatrix* projection = new osg::RefMatrix;
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if (isPerspectiveProjection)
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{
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// deal with projection issue move the top and right points
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// onto the near plane.
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float ratio = znear/(center_world-eye_world).length();
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top *= ratio;
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right *= ratio;
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projection->makeFrustum(-right,right,-top,top,znear,zfar);
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}
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else
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{
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projection->makeOrtho(-right,right,-top,top,znear,zfar);
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}
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pushProjectionMatrix(projection);
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Vec3 rotate_from = bs.center()-eye_local;
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Vec3 rotate_to = getLookVectorLocal();
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osg::RefMatrix* rotate_matrix = new osg::RefMatrix(
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osg::Matrix::translate(-eye_local)*
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osg::Matrix::rotate(rotate_from,rotate_to)*
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osg::Matrix::translate(eye_local)*
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getModelViewMatrix());
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// pushing the cull view state will update it so it takes
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// into account the new camera orientation.
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pushModelViewMatrix(rotate_matrix);
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StateSet* localPreRenderState = _impostorSpriteManager->createOrReuseStateSet();
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pushStateSet(localPreRenderState);
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{
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// traversing the usual LOD selected child.
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handle_cull_callbacks_and_traverse(node);
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}
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popStateSet();
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// restore the previous model view matrix.
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popModelViewMatrix();
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// restore the previous model view matrix.
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popProjectionMatrix();
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// restore the previous renderbin.
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_currentRenderBin = previousRenderBin;
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if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
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{
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// getting to this point means that all the subgraph has been
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// culled by small feature culling or is beyond LOD ranges.
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return NULL;
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}
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const osg::Viewport& viewport = *getViewport();
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// calc texture size for eye, bs.
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// convert the corners of the sprite (in world coords) into their
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// equivilant window coordinates by using the camera's project method.
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const osg::Matrix& MVPW = getMVPW();
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Vec3 c00_win = c00 * MVPW;
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Vec3 c11_win = c11 * MVPW;
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// adjust texture size to be nearest power of 2.
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float s = c11_win.x()-c00_win.x();
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float t = c11_win.y()-c00_win.y();
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// may need to reverse sign of width or height if a matrix has
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// been applied which flips the orientation of this subgraph.
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if (s<0.0f) s = -s;
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if (t<0.0f) t = -t;
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// bias value used to assist the rounding up or down of
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// the texture dimensions to the nearest power of two.
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// bias near 0.0 will almost always round down.
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// bias near 1.0 will almost always round up.
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float bias = 0.7f;
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float sp2 = logf((float)s)/logf(2.0f);
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float rounded_sp2 = floorf(sp2+bias);
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int new_s = (int)(powf(2.0f,rounded_sp2));
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float tp2 = logf((float)t)/logf(2.0f);
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float rounded_tp2 = floorf(tp2+bias);
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int new_t = (int)(powf(2.0f,rounded_tp2));
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// if dimension is bigger than window divide it down.
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while (new_s>viewport.width()) new_s /= 2;
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// if dimension is bigger than window divide it down.
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while (new_t>viewport.height()) new_t /= 2;
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// offset the impostor viewport from the center of the main window
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// viewport as often the edges of the viewport might be obscured by
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// other windows, which can cause image/reading writing problems.
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int center_x = viewport.x()+viewport.width()/2;
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int center_y = viewport.y()+viewport.height()/2;
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Viewport* new_viewport = new Viewport;
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new_viewport->setViewport(center_x-new_s/2,center_y-new_t/2,new_s,new_t);
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rtts->setViewport(new_viewport);
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localPreRenderState->setAttribute(new_viewport);
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// create the impostor sprite.
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ImpostorSprite* impostorSprite =
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_impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,getTraversalNumber()-_numFramesToKeepImpostorSprites);
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if (impostorSprite==NULL)
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{
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osg::notify(osg::WARN)<<"Warning: unable to create required impostor sprite."<<std::endl;
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return NULL;
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}
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// update frame number to show that impostor is in action.
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impostorSprite->setLastFrameUsed(getTraversalNumber());
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// have successfully created an impostor sprite so now need to
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// add it into the impostor.
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node.addImpostorSprite(contextID,impostorSprite);
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if (_depthSortImpostorSprites)
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{
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// the depth sort bin should probably be user definable,
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// will look into this later. RO July 2001.
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StateSet* stateset = impostorSprite->getStateSet();
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stateset->setRenderBinDetails(10,"DepthSortedBin");
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}
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Texture2D* texture = impostorSprite->getTexture();
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// update frame number to show that impostor is in action.
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impostorSprite->setLastFrameUsed(getTraversalNumber());
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Vec3* coords = impostorSprite->getCoords();
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Vec2* texcoords = impostorSprite->getTexCoords();
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coords[0] = c01;
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texcoords[0].set(0.0f,1.0f);
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coords[1] = c00;
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texcoords[1].set(0.0f,0.0f);
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coords[2] = c10;
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texcoords[2].set(1.0f,0.0f);
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coords[3] = c11;
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texcoords[3].set(1.0f,1.0f);
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impostorSprite->dirtyBound();
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Vec3* controlcoords = impostorSprite->getControlCoords();
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if (isPerspectiveProjection)
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{
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// deal with projection issue by moving the coorners of the quad
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// towards the eye point.
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float ratio = width/(center_local-eye_local).length();
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float one_minus_ratio = 1.0f-ratio;
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Vec3 eye_local_ratio = eye_local*ratio;
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controlcoords[0] = coords[0]*one_minus_ratio + eye_local_ratio;
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controlcoords[1] = coords[1]*one_minus_ratio + eye_local_ratio;
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controlcoords[2] = coords[2]*one_minus_ratio + eye_local_ratio;
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controlcoords[3] = coords[3]*one_minus_ratio + eye_local_ratio;
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}
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else
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{
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// project the control points forward towards the eyepoint,
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// but since this an othographics projection this projection is
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// parallel.
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Vec3 dv = lv_local*width;
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controlcoords[0] = coords[0]-dv;
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controlcoords[1] = coords[1]-dv;
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controlcoords[2] = coords[2]-dv;
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controlcoords[3] = coords[3]-dv;
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}
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impostorSprite->setStoredLocalEyePoint(eye_local);
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// and the render to texture stage to the current stages
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// dependancy list.
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_currentRenderBin->getStage()->addToDependencyList(rtts.get());
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// attach texture to the RenderToTextureStage.
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rtts->setTexture(texture);
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// must sort the RenderToTextureStage so that all leaves are
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// accounted correctly in all renderbins i.e depth sorted bins.
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rtts->sort();
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return impostorSprite;
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}
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