Work on the RenderToTexture usage of the new osg::CameraNode. Both osghud
and osgprerender now ported across to osg::CameraNode.
This commit is contained in:
@@ -23,180 +23,186 @@
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#include <osgProducer/Viewer>
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class MyUpdateCallback : public osg::NodeCallback
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{
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public:
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MyUpdateCallback(osg::Node* subgraph):
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_subgraph(subgraph) {}
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#define USE_CAMERA_NODE
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// traverse the subgraph to update any nodes.
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if (_subgraph.valid()) _subgraph->accept(*nv);
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// must traverse the Node's subgraph
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traverse(node,nv);
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}
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osg::ref_ptr<osg::Node> _subgraph;
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};
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#ifndef USE_CAMERA_NODE
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class MyCullCallback : public osg::NodeCallback
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{
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public:
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MyCullCallback(osg::Node* subgraph,osg::Texture2D* texture):
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_subgraph(subgraph),
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_texture(texture),
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_localState(new osg::StateSet) {}
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class MyUpdateCallback : public osg::NodeCallback
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{
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public:
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MyCullCallback(osg::Node* subgraph,osg::Image* image):
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_subgraph(subgraph),
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_image(image),
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_localState(new osg::StateSet) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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MyUpdateCallback(osg::Node* subgraph):
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_subgraph(subgraph) {}
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osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cullVisitor && (_texture.valid()|| _image.valid()) && _subgraph.valid())
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{
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doPreRender(*node,*cullVisitor);
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// must traverse the subgraph
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traverse(node,nv);
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}
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else
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// must traverse the subgraph
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// traverse the subgraph to update any nodes.
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if (_subgraph.valid()) _subgraph->accept(*nv);
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// must traverse the Node's subgraph
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traverse(node,nv);
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}
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osg::ref_ptr<osg::Node> _subgraph;
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};
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class MyCullCallback : public osg::NodeCallback
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{
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public:
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MyCullCallback(osg::Node* subgraph,osg::Texture2D* texture):
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_subgraph(subgraph),
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_texture(texture),
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_localState(new osg::StateSet) {}
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MyCullCallback(osg::Node* subgraph,osg::Image* image):
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_subgraph(subgraph),
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_image(image),
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_localState(new osg::StateSet) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cullVisitor && (_texture.valid()|| _image.valid()) && _subgraph.valid())
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{
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doPreRender(*node,*cullVisitor);
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// must traverse the subgraph
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traverse(node,nv);
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}
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else
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{
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// must traverse the subgraph
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traverse(node,nv);
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}
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}
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void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv);
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osg::ref_ptr<osg::Node> _subgraph;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::Image> _image;
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osg::ref_ptr<osg::StateSet> _localState;
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};
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void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
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{
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const osg::BoundingSphere& bs = _subgraph->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()<<std::endl;
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return;
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}
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void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv);
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osg::ref_ptr<osg::Node> _subgraph;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::Image> _image;
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osg::ref_ptr<osg::StateSet> _localState;
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};
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void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
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{
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const osg::BoundingSphere& bs = _subgraph->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()<<std::endl;
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return;
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}
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// create the render to texture stage.
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osg::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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rtts->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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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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// create the render to texture stage.
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osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = new osgUtil::RenderToTextureStage;
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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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// 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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rtts->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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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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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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float top = 0.25f*znear;
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float right = 0.5f*znear;
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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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znear *= 0.9f;
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zfar *= 1.1f;
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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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// set up projection.
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osg::RefMatrix* projection = new osg::RefMatrix;
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projection->makeFrustum(-right,right,-top,top,znear,zfar);
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cv.pushProjectionMatrix(projection);
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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osg::RefMatrix* matrix = new osg::RefMatrix;
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matrix->makeLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// 2:1 aspect ratio as per flag geomtry below.
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float top = 0.25f*znear;
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float right = 0.5f*znear;
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cv.pushModelViewMatrix(matrix);
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znear *= 0.9f;
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zfar *= 1.1f;
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cv.pushStateSet(_localState.get());
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// set up projection.
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osg::RefMatrix* projection = new osg::RefMatrix;
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projection->makeFrustum(-right,right,-top,top,znear,zfar);
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{
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cv.pushProjectionMatrix(projection);
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// traverse the subgraph
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_subgraph->accept(cv);
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osg::RefMatrix* matrix = new osg::RefMatrix;
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matrix->makeLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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cv.pushModelViewMatrix(matrix);
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cv.pushStateSet(_localState.get());
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{
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// traverse the subgraph
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_subgraph->accept(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;
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}
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int height = 256;
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int width = 512;
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const osg::Viewport& viewport = *cv.getViewport();
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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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osg::Viewport* new_viewport = new osg::Viewport;
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new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
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rtts->setViewport(new_viewport);
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_localState->setAttribute(new_viewport);
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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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// if one exist attach texture to the RenderToTextureStage.
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if (_texture.valid()) rtts->setTexture(_texture.get());
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// if one exist attach image to the RenderToTextureStage.
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if (_image.valid()) rtts->setImage(_image.get());
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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;
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}
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int height = 256;
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int width = 512;
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const osg::Viewport& viewport = *cv.getViewport();
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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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osg::Viewport* new_viewport = new osg::Viewport;
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new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
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rtts->setViewport(new_viewport);
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_localState->setAttribute(new_viewport);
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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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// if one exist attach texture to the RenderToTextureStage.
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if (_texture.valid()) rtts->setTexture(_texture.get());
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// if one exist attach image to the RenderToTextureStage.
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if (_image.valid()) rtts->setImage(_image.get());
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}
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#endif
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// call back which cretes a deformation field to oscilate the model.
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class MyGeometryCallback :
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@@ -352,6 +358,8 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(polyGeom);
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#ifndef USE_CAMERA_NODE
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osg::Group* parent = new osg::Group;
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parent->setUpdateCallback(new MyUpdateCallback(subgraph));
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@@ -361,6 +369,63 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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parent->addChild(geode);
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return parent;
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#else
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osg::CameraNode* camera = new osg::CameraNode;
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// set up the background color and clear mask.
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camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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const osg::BoundingSphere& bs = subgraph->getBound();
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if (!bs.valid())
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{
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return subgraph;
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}
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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float proj_top = 0.25f*znear;
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float proj_right = 0.5f*znear;
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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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camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar);
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// set view
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrixAsLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// set viewport
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camera->setViewport(0,0,1024,512);
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camera->getOrCreateStateSet()->setAttribute(camera->getViewport());
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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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camera->attach(osg::CameraNode::COLOR_BUFFER,texture);
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// add subgraph to render
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camera->addChild(subgraph);
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// create a group to contain the flag and the pre rendering camera.
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osg::Group* parent = new osg::Group;
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parent->addChild(camera);
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parent->addChild(geode);
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return parent;
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#endif
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}
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int main( int argc, char **argv )
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Reference in New Issue
Block a user