Port Impostor across to use the new osg::CameraNode.

This commit is contained in:
Robert Osfield
2005-07-24 11:06:39 +00:00
parent d8a5c2e7ac
commit 42e4488454

View File

@@ -1,4 +1,4 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
/* -*-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
@@ -18,6 +18,23 @@
using namespace osg;
using namespace osgSim;
// use this cull callback to allow the camera to traverse the Impostor's children without
// actuall having them assigned as children to the camea itself. This make the camera a
// decorator without ever directly being assigned to it.
class TraverseNodeCallback : public osg::NodeCallback
{
public:
TraverseNodeCallback(osgSim::Impostor* node):_node(node) {}
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
_node->LOD::traverse(*nv);
}
osgSim::Impostor* _node;
};
Impostor::Impostor()
{
_impostorThreshold = -1.0f;
@@ -188,7 +205,6 @@ void Impostor::traverse(osg::NodeVisitor& nv)
}
}
ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
{
unsigned int contextID = cv->getState() ? cv->getState()->getContextID() : 0;
@@ -215,40 +231,6 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
return NULL;
}
Vec3 eye_world(0.0,0.0,0.0);
Vec3 center_world = bs.center()*matrix;
// no appropriate sprite has been found therefore need to create
// one for use.
// create the render to texture stage.
ref_ptr<osgUtil::RenderToTextureStage> rtts = new osgUtil::RenderToTextureStage;
// set up lighting.
// currently ignore lights in the scene graph itself..
// will do later.
osgUtil::RenderStage* previous_stage = cv->getCurrentRenderBin()->getStage();
// set up the background color and clear mask.
osg::Vec4 clear_color = previous_stage->getClearColor();
clear_color[3] = 0.0f; // set the alpha to zero.
rtts->setClearColor(clear_color);
rtts->setClearMask(previous_stage->getClearMask());
// set up to charge the same RenderStageLighting is the parent previous stage.
rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
// record the render bin, to be restored after creation
// of the render to text
osgUtil::RenderBin* previousRenderBin = cv->getCurrentRenderBin();
// set the current renderbin to be the newly created stage.
cv->setCurrentRenderBin(rtts.get());
// create quad coords (in local coords)
Vec3 center_local = bs.center();
Vec3 camera_up_local = cv->getUpLocal();
Vec3 lv_local = center_local-eye_local;
@@ -261,7 +243,6 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
Vec3 up_local = sv_local^lv_local;
float width = bs.radius();
if (isPerspectiveProjection)
@@ -279,93 +260,6 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
Vec3 c10(center_local + sv_local - up_local);
Vec3 c01(center_local - sv_local + up_local);
Vec3 c11(center_local + sv_local + up_local);
// adjust camera left,right,up,down to fit (in world coords)
Vec3 near_local ( center_local-lv_local*width );
Vec3 far_local ( center_local+lv_local*width );
Vec3 top_local ( center_local+up_local);
Vec3 right_local ( center_local+sv_local);
Vec3 near_world = near_local * matrix;
Vec3 far_world = far_local * matrix;
Vec3 top_world = top_local * matrix;
Vec3 right_world = right_local * matrix;
float znear = (near_world-eye_world).length();
float zfar = (far_world-eye_world).length();
float top = (top_world-center_world).length();
float right = (right_world-center_world).length();
znear *= 0.9f;
zfar *= 1.1f;
// set up projection.
osg::RefMatrix* projection = new osg::RefMatrix;
if (isPerspectiveProjection)
{
// deal with projection issue move the top and right points
// onto the near plane.
float ratio = znear/(center_world-eye_world).length();
top *= ratio;
right *= ratio;
projection->makeFrustum(-right,right,-top,top,znear,zfar);
}
else
{
projection->makeOrtho(-right,right,-top,top,znear,zfar);
}
cv->pushProjectionMatrix(projection);
Vec3 rotate_from = bs.center()-eye_local;
Vec3 rotate_to =cv-> getLookVectorLocal();
osg::RefMatrix* rotate_matrix = new osg::RefMatrix(
osg::Matrix::translate(-eye_local)*
osg::Matrix::rotate(rotate_from,rotate_to)*
osg::Matrix::translate(eye_local)*
cv->getModelViewMatrix());
// pushing the cull view state will update it so it takes
// into account the new camera orientation.
cv->pushModelViewMatrix(rotate_matrix);
osg::StateSet* localPreRenderState = impostorSpriteManager->createOrReuseStateSet();
cv->pushStateSet(localPreRenderState);
{
osg::LOD::traverse(*cv);
}
cv->popStateSet();
// restore the previous model view matrix.
cv->popModelViewMatrix();
// restore the previous model view matrix.
cv->popProjectionMatrix();
// restore the previous renderbin.
cv->setCurrentRenderBin(previousRenderBin);
if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
{
// getting to this point means that all the subgraph has been
// culled by small feature culling or is beyond LOD ranges.
return NULL;
}
const osg::Viewport& viewport = *(cv->getViewport());
// calc texture size for eye, bs.
@@ -375,11 +269,11 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
Vec3 c00_win = c00 * MVPW;
Vec3 c11_win = c11 * MVPW;
// adjust texture size to be nearest power of 2.
// adjust texture size to be nearest power of 2.
float s = c11_win.x()-c00_win.x();
float t = c11_win.y()-c00_win.y();
// may need to reverse sign of width or height if a matrix has
// been applied which flips the orientation of this subgraph.
if (s<0.0f) s = -s;
@@ -399,25 +293,14 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
float rounded_tp2 = floorf(tp2+bias);
int new_t = (int)(powf(2.0f,rounded_tp2));
const osg::Viewport& viewport = *(cv->getViewport());
// if dimension is bigger than window divide it down.
while (new_s>viewport.width()) new_s /= 2;
// if dimension is bigger than window divide it down.
while (new_t>viewport.height()) new_t /= 2;
// offset the impostor viewport from the center of the main window
// viewport as often the edges of the viewport might be obscured by
// other windows, which can cause image/reading writing problems.
int center_x = viewport.x()+viewport.width()/2;
int center_y = viewport.y()+viewport.height()/2;
Viewport* new_viewport = new Viewport;
new_viewport->setViewport(center_x-new_s/2,center_y-new_t/2,new_s,new_t);
rtts->setViewport(new_viewport);
localPreRenderState->setAttribute(new_viewport);
// create the impostor sprite.
ImpostorSprite* impostorSprite =
impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,cv->getTraversalNumber()-cv->getNumberOfFrameToKeepImpostorSprites());
@@ -446,6 +329,11 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
osg::Texture2D* texture = impostorSprite->getTexture();
texture->setTextureSize(new_s, new_t);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// update frame number to show that impostor is in action.
impostorSprite->setLastFrameUsed(cv->getTraversalNumber());
@@ -496,19 +384,90 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
impostorSprite->setStoredLocalEyePoint(eye_local);
Vec3 eye_world(0.0,0.0,0.0);
Vec3 center_world = bs.center()*matrix;
// and the render to texture stage to the current stages
// dependancy list.
cv->getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get());
osg::CameraNode* camera = impostorSprite->getCameraNode();
if (!camera)
{
camera = new osg::CameraNode;
impostorSprite->setCameraNode(camera);
}
// attach texture to the RenderToTextureStage.
rtts->setTexture(texture);
camera->setCullCallback(new TraverseNodeCallback(this));
osgUtil::RenderStage* previous_stage = cv->getRenderStage();
// set up the background color and clear mask.
osg::Vec4 clear_color = previous_stage->getClearColor();
clear_color[3] = 0.0f; // set thae alpha to zero.
camera->setClearColor(clear_color);
camera->setClearMask(previous_stage->getClearMask());
// adjust camera left,right,up,down to fit (in world coords)
// must sort the RenderToTextureStage so that all leaves are
// accounted correctly in all renderbins i.e depth sorted bins.
rtts->sort();
Vec3 near_local ( center_local-lv_local*width );
Vec3 far_local ( center_local+lv_local*width );
Vec3 top_local ( center_local+up_local);
Vec3 right_local ( center_local+sv_local);
Vec3 near_world = near_local * matrix;
Vec3 far_world = far_local * matrix;
Vec3 top_world = top_local * matrix;
Vec3 right_world = right_local * matrix;
float znear = (near_world-eye_world).length();
float zfar = (far_world-eye_world).length();
float top = (top_world-center_world).length();
float right = (right_world-center_world).length();
znear *= 0.9f;
zfar *= 1.1f;
// set up projection.
if (isPerspectiveProjection)
{
// deal with projection issue move the top and right points
// onto the near plane.
float ratio = znear/(center_world-eye_world).length();
top *= ratio;
right *= ratio;
camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
}
else
{
camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
}
Vec3 rotate_from = bs.center()-eye_local;
Vec3 rotate_to = cv-> getLookVectorLocal();
osg::Matrix rotate_matrix =
osg::Matrix::translate(-eye_local)*
osg::Matrix::rotate(rotate_from,rotate_to)*
osg::Matrix::translate(eye_local)*
cv->getModelViewMatrix();
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(rotate_matrix);
camera->setViewport(0,0,new_s,new_t);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// set the camera to render before the main camera.
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER, texture);
// do the cull traversal on the subgraph
camera->accept(*cv);
return impostorSprite;
}