Implemented more code for the new osgprerender demo.
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@@ -7,12 +7,15 @@
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#include <osg/Stencil>
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#include <osg/ColorMask>
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#include <osg/Depth>
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#include <osg/ClipPlane>
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#include <osg/Billboard>
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#include <osg/Material>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgUtil/TransformCallback>
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#include <osgUtil/RenderToTextureStage>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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@@ -20,11 +23,333 @@
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#include <osgGLUT/glut>
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#include <osgGLUT/Viewer>
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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::Texture* texture):
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_subgraph(subgraph),
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_texture(texture) {}
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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() && _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::Texture> _texture;
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};
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void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
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{
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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 osg::Matrix& matrix = cv.getModelViewMatrix();
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const osg::BoundingSphere& bs = _subgraph->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"<<_subgraph.get()<<std::endl;
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return;
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}
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osg::Vec3 eye_world(0.0,0.0,0.0);
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osg::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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osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = osgNew 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()->_stage;
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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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osg::Vec3 center_local = bs.center();
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osg::Vec3 camera_up_local = cv.getUpLocal();
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osg::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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osg::Vec3 sv_local = lv_local^camera_up_local;
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sv_local.normalize();
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osg::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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osg::Vec3 c00(center_local - sv_local - up_local);
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osg::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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osg::Vec3 near_local ( center_local-lv_local*width );
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osg::Vec3 far_local ( center_local+lv_local*width );
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osg::Vec3 top_local ( center_local+up_local);
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osg::Vec3 right_local ( center_local+sv_local);
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osg::Vec3 near_world = near_local * matrix;
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osg::Vec3 far_world = far_local * matrix;
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osg::Vec3 top_world = top_local * matrix;
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osg::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::Matrix* projection = osgNew osg::Matrix;
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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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osg::Vec3 rotate_from = bs.center()-eye_local;
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osg::Vec3 rotate_to = cv.getLookVectorLocal();
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osg::Matrix* rotate_matrix = osgNew osg::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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// 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::ref_ptr<osg::StateSet> dummyState = osgNew osg::StateSet;
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cv.pushStateSet(dummyState.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->_renderGraphList.size()==0 && rtts->_bins.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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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 = cv.getMVPW();
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osg::Vec3 c00_win = c00 * MVPW;
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osg::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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osg::Viewport* new_viewport = new osg::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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dummyState->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()->_stage->addToDependencyList(rtts.get());
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// attach texture to the RenderToTextureStage.
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rtts->setTexture(_texture.get());
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}
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osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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{
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// ok we havn't done anything yet, but this is where the funky code
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// will go :)
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return NULL;
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if (!subgraph) return 0;
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const osg::BoundingSphere& bs = subgraph->getBound();
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// create the quad to visualize.
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osg::Geometry* polyGeom = new osg::Geometry();
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float radius = bs.radius()*1.5f;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(-radius,0.0f,radius));
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vertices->push_back(osg::Vec3(-radius,0.0f,-radius));
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vertices->push_back(osg::Vec3(radius,0.0f,-radius));
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vertices->push_back(osg::Vec3(radius,0.0f,radius));
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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polyGeom->setNormalArray(normals);
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polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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polyGeom->setColorArray(colors);
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polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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osg::Vec2 myTexCoords[] =
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{
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osg::Vec2(0,1),
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osg::Vec2(0,0),
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osg::Vec2(1,0),
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osg::Vec2(1,1)
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};
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int numTexCoords = sizeof(myTexCoords)/sizeof(osg::Vec2);
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polyGeom->setTexCoordArray(0,new osg::Vec2Array(numTexCoords,myTexCoords));
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polyGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::QUADS,0,4));
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// new we need to add the texture to the Drawable, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = new osg::StateSet;
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// set up the texture.
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osg::Texture* texture = new osg::Texture;
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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE_OFF);
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polyGeom->setStateSet(stateset);
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osg::Billboard* billboard = osgNew osg::Billboard();
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billboard->setMode(osg::Billboard::POINT_ROT_EYE);
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billboard->addDrawable(polyGeom,bs.center());
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osg::Group* parent = new osg::Group;
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parent->setCullCallback(new MyCullCallback(subgraph,texture));
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parent->addChild(billboard);
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return parent;
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}
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void write_usage(std::ostream& out,const std::string& name)
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