Renabled impostor support using old style RenderToTextureStage setup.
This commit is contained in:
@@ -17,6 +17,8 @@
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#include <osg/LOD>
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#include <osg/buffered_value>
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#include <osgUtil/CullVisitor>
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#include <osgSim/ImpostorSprite>
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namespace osgSim {
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@@ -108,6 +110,8 @@ class OSGSIM_EXPORT Impostor : public osg::LOD
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mutable osg::buffered_object<ImpostorSpriteList> _impostorSpriteListBuffer;
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ImpostorSprite* createImpostorSprite(osgUtil::CullVisitor* cv);
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float _impostorThreshold;
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@@ -11,6 +11,7 @@
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgSim/Impostor>
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#include <osgUtil/RenderToTextureStage>
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#include <algorithm>
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@@ -80,65 +81,44 @@ osg::BoundingSphere Impostor::computeBound() const
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return LOD::computeBound();
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}
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void Impostor::traverse(osg::NodeVisitor& nv)
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inline osgUtil::CullVisitor::value_type distance(const osg::Vec3& coord,const osg::Matrix& matrix)
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{
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LOD::traverse(nv);
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//std::cout << "distance("<<coord<<", "<<matrix<<")"<<std::endl;
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return -((osgUtil::CullVisitor::value_type)coord[0]*(osgUtil::CullVisitor::value_type)matrix(0,2)+(osgUtil::CullVisitor::value_type)coord[1]*(osgUtil::CullVisitor::value_type)matrix(1,2)+(osgUtil::CullVisitor::value_type)coord[2]*(osgUtil::CullVisitor::value_type)matrix(2,2)+matrix(3,2));
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}
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#if 0
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// From CullVisitor header
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/** Create an impostor sprite by setting up a pre-rendering stage
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* to generate the impostor texture. */
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osg::ImpostorSprite* createImpostorSprite(osg::Impostor& node);
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osg::ref_ptr<osg::ImpostorSpriteManager> _impostorSpriteManager;
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// From CullVisitor constructor
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_impostorSpriteManager = new ImpostorSpriteManager;
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// From CullVisitor reset
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if (_impostorSpriteManager.valid()) _impostorSpriteManager->reset();
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// Form CullVisitor.cpp
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void CullVisitor::apply(Impostor& node)
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void Impostor::traverse(osg::NodeVisitor& nv)
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{
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if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
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{
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LOD::traverse(nv);
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return;
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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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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
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if (!cv)
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{
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LOD::traverse(nv);
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return;
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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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osg::Vec3 eyeLocal = nv.getEyePoint();
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const BoundingSphere& bs = getBound();
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unsigned int contextID = cv->getState() ? cv->getState()->getContextID() : 0;
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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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float LODScale = cv->getLODScale();
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if (!cv->getImpostorsActive() ||
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distance2*LODScale*LODScale<osg::square(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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LOD::traverse(nv);
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}
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else
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{
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@@ -146,17 +126,17 @@ void CullVisitor::apply(Impostor& node)
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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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RefMatrix& matrix = cv->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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ImpostorSprite* impostorSprite = 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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float error = impostorSprite->calcPixelError(cv->getMVPW());
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if (error>_impostorPixelErrorThreshold)
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if (error>cv->getImpostorPixelErrorThreshold())
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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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@@ -170,11 +150,11 @@ void CullVisitor::apply(Impostor& node)
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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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// one for use
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// create the impostor sprite.
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impostorSprite = createImpostorSprite(cv);
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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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@@ -184,17 +164,17 @@ void CullVisitor::apply(Impostor& node)
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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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impostorSprite->setLastFrameUsed(cv->getTraversalNumber());
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if (_computeNearFar) updateCalculatedNearFar(matrix,*impostorSprite, false);
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if (cv->getComputeNearFarMode()) cv->updateCalculatedNearFar(matrix,*impostorSprite, false);
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StateSet* stateset = impostorSprite->getStateSet();
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if (stateset) pushStateSet(stateset);
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if (stateset) cv->pushStateSet(stateset);
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addDrawableAndDepth(impostorSprite,&matrix,distance(node.getCenter(),matrix));
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cv->addDrawableAndDepth(impostorSprite, &matrix, distance(getCenter(),matrix));
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if (stateset) popStateSet();
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if (stateset) cv->popStateSet();
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}
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@@ -202,35 +182,29 @@ void CullVisitor::apply(Impostor& node)
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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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LOD::traverse(nv);
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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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static osg::ref_ptr<osgSim::ImpostorSpriteManager> s_impostorSpriteManager = new osgSim::ImpostorSpriteManager;
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ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
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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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unsigned int contextID = cv->getState() ? cv->getState()->getContextID() : 0;
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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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const Matrix& matrix = cv->getModelViewMatrix();
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const BoundingSphere& bs = getBound();
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osg::Vec3 eye_local = cv->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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osg::notify(osg::WARN) << "bb invalid"<<std::endl;
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return NULL;
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}
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@@ -242,12 +216,12 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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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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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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RenderStage* previous_stage = _currentRenderBin->getStage();
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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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@@ -261,15 +235,15 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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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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osgUtil::RenderBin* previousRenderBin = cv->getCurrentRenderBin();
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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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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 = getUpLocal();
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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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float distance_local = lv_local.length();
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@@ -336,43 +310,41 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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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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cv->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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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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getModelViewMatrix());
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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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pushModelViewMatrix(rotate_matrix);
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cv->pushModelViewMatrix(rotate_matrix);
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StateSet* localPreRenderState = _impostorSpriteManager->createOrReuseStateSet();
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osg::StateSet* localPreRenderState = s_impostorSpriteManager->createOrReuseStateSet();
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pushStateSet(localPreRenderState);
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cv->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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osg::LOD::traverse(*cv);
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}
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popStateSet();
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cv->popStateSet();
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// restore the previous model view matrix.
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popModelViewMatrix();
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cv->popModelViewMatrix();
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// restore the previous model view matrix.
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popProjectionMatrix();
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cv->popProjectionMatrix();
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// restore the previous renderbin.
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_currentRenderBin = previousRenderBin;
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cv->setCurrentRenderBin(previousRenderBin);
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if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
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@@ -385,14 +357,14 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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const osg::Viewport& viewport = *getViewport();
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const osg::Viewport& viewport = *(cv->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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const osg::Matrix& MVPW = cv->getMVPW();
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Vec3 c00_win = c00 * MVPW;
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Vec3 c11_win = c11 * MVPW;
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@@ -441,7 +413,7 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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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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s_impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,cv->getTraversalNumber()-cv->getNumberOfFrameToKeepImpostorSprites());
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if (impostorSprite==NULL)
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{
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@@ -450,14 +422,14 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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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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impostorSprite->setLastFrameUsed(cv->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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addImpostorSprite(contextID,impostorSprite);
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if (_depthSortImpostorSprites)
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if (cv->getDepthSortImpostorSprites())
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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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@@ -465,10 +437,10 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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stateset->setRenderBinDetails(10,"DepthSortedBin");
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}
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Texture2D* texture = impostorSprite->getTexture();
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osg::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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impostorSprite->setLastFrameUsed(cv->getTraversalNumber());
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Vec3* coords = impostorSprite->getCoords();
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Vec2* texcoords = impostorSprite->getTexCoords();
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@@ -520,7 +492,7 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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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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cv->getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get());
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// attach texture to the RenderToTextureStage.
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rtts->setTexture(texture);
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@@ -532,6 +504,4 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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return impostorSprite;
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}
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#endif
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