Port Impostor across to use the new osg::CameraNode.
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@@ -1,4 +1,4 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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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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@@ -18,6 +18,23 @@
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using namespace osg;
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using namespace osgSim;
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// use this cull callback to allow the camera to traverse the Impostor's children without
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// actuall having them assigned as children to the camea itself. This make the camera a
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// decorator without ever directly being assigned to it.
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class TraverseNodeCallback : public osg::NodeCallback
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{
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public:
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TraverseNodeCallback(osgSim::Impostor* node):_node(node) {}
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virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
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{
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_node->LOD::traverse(*nv);
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}
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osgSim::Impostor* _node;
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};
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Impostor::Impostor()
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{
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_impostorThreshold = -1.0f;
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@@ -188,7 +205,6 @@ void Impostor::traverse(osg::NodeVisitor& nv)
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}
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}
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ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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{
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unsigned int contextID = cv->getState() ? cv->getState()->getContextID() : 0;
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@@ -215,40 +231,6 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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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<osgUtil::RenderToTextureStage> rtts = new osgUtil::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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osgUtil::RenderStage* previous_stage = cv->getCurrentRenderBin()->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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osgUtil::RenderBin* previousRenderBin = cv->getCurrentRenderBin();
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// set the current renderbin to be the newly created stage.
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cv->setCurrentRenderBin(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 = cv->getUpLocal();
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Vec3 lv_local = center_local-eye_local;
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@@ -261,7 +243,6 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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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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@@ -279,93 +260,6 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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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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cv->pushProjectionMatrix(projection);
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Vec3 rotate_from = bs.center()-eye_local;
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Vec3 rotate_to =cv-> 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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cv->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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cv->pushModelViewMatrix(rotate_matrix);
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osg::StateSet* localPreRenderState = impostorSpriteManager->createOrReuseStateSet();
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cv->pushStateSet(localPreRenderState);
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{
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osg::LOD::traverse(*cv);
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}
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cv->popStateSet();
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// restore the previous model view matrix.
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cv->popModelViewMatrix();
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// restore the previous model view matrix.
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cv->popProjectionMatrix();
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// restore the previous renderbin.
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cv->setCurrentRenderBin(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 = *(cv->getViewport());
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// calc texture size for eye, bs.
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@@ -375,11 +269,11 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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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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// 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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@@ -399,25 +293,14 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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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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const osg::Viewport& viewport = *(cv->getViewport());
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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,cv->getTraversalNumber()-cv->getNumberOfFrameToKeepImpostorSprites());
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@@ -446,6 +329,11 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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osg::Texture2D* texture = impostorSprite->getTexture();
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texture->setTextureSize(new_s, new_t);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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// update frame number to show that impostor is in action.
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impostorSprite->setLastFrameUsed(cv->getTraversalNumber());
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@@ -496,19 +384,90 @@ ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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impostorSprite->setStoredLocalEyePoint(eye_local);
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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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// and the render to texture stage to the current stages
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// dependancy list.
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cv->getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get());
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osg::CameraNode* camera = impostorSprite->getCameraNode();
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if (!camera)
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{
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camera = new osg::CameraNode;
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impostorSprite->setCameraNode(camera);
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}
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// attach texture to the RenderToTextureStage.
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rtts->setTexture(texture);
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camera->setCullCallback(new TraverseNodeCallback(this));
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osgUtil::RenderStage* previous_stage = cv->getRenderStage();
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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 thae alpha to zero.
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camera->setClearColor(clear_color);
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camera->setClearMask(previous_stage->getClearMask());
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// adjust camera left,right,up,down to fit (in world coords)
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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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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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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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camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
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}
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else
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{
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camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
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}
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Vec3 rotate_from = bs.center()-eye_local;
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Vec3 rotate_to = cv-> getLookVectorLocal();
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osg::Matrix rotate_matrix =
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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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cv->getModelViewMatrix();
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(rotate_matrix);
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camera->setViewport(0,0,new_s,new_t);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::CameraNode::COLOR_BUFFER, texture);
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// do the cull traversal on the subgraph
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camera->accept(*cv);
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return impostorSprite;
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}
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