Further work on osgShadow::GeometryOccluder

This commit is contained in:
Robert Osfield
2006-11-10 15:07:13 +00:00
parent d23c04018b
commit 8983544a86
4 changed files with 230 additions and 435 deletions

View File

@@ -1,418 +1,16 @@
#include <osg/ArgumentParser>
#include <osgProducer/Viewer>
#include <osg/Projection>
#include <osg/Geometry>
#include <osg/Texture>
#include <osg/TexGen>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/PolygonOffset>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/Material>
#include <osg/TexEnvCombine>
#include <osg/TexEnv>
#include <osg/CameraNode>
#include <osg/TexGenNode>
#include <osgShadow/OccluderGeometry>
#include <osgDB/ReadFile>
using namespace osg;
class LightTransformCallback: public osg::NodeCallback
{
public:
LightTransformCallback(float angular_velocity, float height, float radius):
_angular_velocity(angular_velocity),
_height(height),
_radius(radius),
_previous_traversal_number(-1),
_previous_time(-1.0f),
_angle(0)
{
}
void operator()(Node* node, NodeVisitor* nv);
protected:
float _angular_velocity;
float _height;
float _radius;
int _previous_traversal_number;
double _previous_time;
float _angle;
};
void
LightTransformCallback::operator()(Node* node, NodeVisitor* nv)
{
MatrixTransform* transform = dynamic_cast<MatrixTransform*>(node);
if (nv && transform)
{
const FrameStamp* fs = nv->getFrameStamp();
if (!fs) return; // not frame stamp, no handle on the time so can't move.
double new_time = fs->getReferenceTime();
if (nv->getTraversalNumber() != _previous_traversal_number)
{
_angle += _angular_velocity * (new_time - _previous_time);
Matrix matrix = Matrix::rotate(atan(_height / _radius), -X_AXIS) *
Matrix::rotate(PI_2, Y_AXIS) *
Matrix::translate(Vec3(_radius, 0, 0)) *
Matrix::rotate(_angle, Y_AXIS) *
Matrix::translate(Vec3(0, _height, 0));
// update the specified transform
transform->setMatrix(matrix);
_previous_traversal_number = nv->getTraversalNumber();
}
_previous_time = new_time;
}
// must call any nested node callbacks and continue subgraph traversal.
traverse(node,nv);
}
ref_ptr<MatrixTransform> _create_lights()
{
ref_ptr<MatrixTransform> transform_0 = new MatrixTransform;
// create a spot light.
ref_ptr<Light> light_0 = new Light;
light_0->setLightNum(0);
light_0->setPosition(Vec4(0, 0, 0, 1.0f));
light_0->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 1.0f));
light_0->setDiffuse(Vec4(1.0f, 0.8f, 0.8f, 1.0f));
light_0->setSpotCutoff(60.0f);
light_0->setSpotExponent(2.0f);
ref_ptr<LightSource> light_source_0 = new LightSource;
light_source_0->setLight(light_0.get());
light_source_0->setLocalStateSetModes(StateAttribute::ON);
transform_0->setUpdateCallback(new LightTransformCallback(inDegrees(90.0f), 8, 5));
transform_0->addChild(light_source_0.get());
ref_ptr<Geode> geode = new Geode;
ref_ptr<ShapeDrawable> shape;
ref_ptr<TessellationHints> hints = new TessellationHints;
hints->setDetailRatio(0.3f);
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), 0.15f), hints.get());
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
geode->addDrawable(shape.get());
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, -0.4f), 0.05f, 0.8f), hints.get());
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
geode->addDrawable(shape.get());
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, StateAttribute::OFF);
transform_0->addChild(geode.get());
return transform_0;
}
ref_ptr<Group> _create_scene()
{
ref_ptr<Group> scene = new Group;
ref_ptr<Geode> geode_1 = new Geode;
scene->addChild(geode_1.get());
ref_ptr<Geode> geode_2 = new Geode;
ref_ptr<MatrixTransform> transform_2 = new MatrixTransform;
transform_2->addChild(geode_2.get());
transform_2->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(45.0f)));
scene->addChild(transform_2.get());
ref_ptr<Geode> geode_3 = new Geode;
ref_ptr<MatrixTransform> transform_3 = new MatrixTransform;
transform_3->addChild(geode_3.get());
transform_3->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(-22.5f)));
scene->addChild(transform_3.get());
const float radius = 0.8f;
const float height = 1.0f;
ref_ptr<TessellationHints> hints = new TessellationHints;
hints->setDetailRatio(2.0f);
ref_ptr<ShapeDrawable> shape;
shape = new ShapeDrawable(new Box(Vec3(0.0f, -2.0f, 0.0f), 10, 0.1f, 10), hints.get());
shape->setColor(Vec4(0.5f, 0.5f, 0.7f, 1.0f));
geode_1->addDrawable(shape.get());
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), radius * 2), hints.get());
shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
geode_1->addDrawable(shape.get());
shape = new ShapeDrawable(new Sphere(Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
shape->setColor(Vec4(0.6f, 0.8f, 0.8f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Box(Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
shape->setColor(Vec4(0.4f, 0.9f, 0.3f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Cone(Vec3(0.0f, 0.0f, -3.0f), radius, height), hints.get());
shape->setColor(Vec4(0.2f, 0.5f, 0.7f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, 3.0f), radius, height), hints.get());
shape->setColor(Vec4(1.0f, 0.3f, 0.3f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Box(Vec3(0.0f, 3.0f, 0.0f), 2, 0.1f, 2), hints.get());
shape->setColor(Vec4(0.8f, 0.8f, 0.4f, 1.0f));
geode_3->addDrawable(shape.get());
// material
ref_ptr<Material> matirial = new Material;
matirial->setColorMode(Material::DIFFUSE);
matirial->setAmbient(Material::FRONT_AND_BACK, Vec4(0, 0, 0, 1));
matirial->setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1));
matirial->setShininess(Material::FRONT_AND_BACK, 64.0f);
scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), StateAttribute::ON);
return scene;
}
class UpdateCameraAndTexGenCallback : public osg::NodeCallback
{
public:
UpdateCameraAndTexGenCallback(osg::MatrixTransform* light_transform, osg::CameraNode* cameraNode, osg::TexGenNode* texgenNode):
_light_transform(light_transform),
_cameraNode(cameraNode),
_texgenNode(texgenNode)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
// first update subgraph to make sure objects are all moved into postion
traverse(node,nv);
// now compute the camera's view and projection matrix to point at the shadower (the camera's children)
osg::BoundingSphere bs;
for(unsigned int i=0; i<_cameraNode->getNumChildren(); ++i)
{
bs.expandBy(_cameraNode->getChild(i)->getBound());
}
if (!bs.valid())
{
osg::notify(osg::WARN) << "bb invalid"<<_cameraNode.get()<<std::endl;
return;
}
osg::Vec3 position = _light_transform->getMatrix().getTrans();
float centerDistance = (position-bs.center()).length();
float znear = centerDistance-bs.radius();
float zfar = centerDistance+bs.radius();
float zNearRatio = 0.001f;
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
#if 0
// hack to illustrate the precision problems of excessive gap between near far range.
znear = 0.00001*zfar;
#endif
float top = (bs.radius()/centerDistance)*znear;
float right = top;
_cameraNode->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
_cameraNode->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_cameraNode->setViewMatrixAsLookAt(position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVPT = _cameraNode->getViewMatrix() *
_cameraNode->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5f,0.5f,0.5f);
_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
}
protected:
virtual ~UpdateCameraAndTexGenCallback() {}
osg::ref_ptr<osg::MatrixTransform> _light_transform;
osg::ref_ptr<osg::CameraNode> _cameraNode;
osg::ref_ptr<osg::TexGenNode> _texgenNode;
};
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource_noBaseTexture[] =
"uniform sampler2DShadow shadowTexture; \n"
"uniform vec2 ambientBias; \n"
"\n"
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[0] ) * ambientBias.y); \n"
"}\n";
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource_withBaseTexture[] =
"uniform sampler2D baseTexture; \n"
"uniform sampler2DShadow shadowTexture; \n"
"uniform vec2 ambientBias; \n"
"\n"
"void main(void) \n"
"{ \n"
" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
" gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n"
"}\n";
osg::Group* createShadowedScene(osg::Node* shadowed,osg::MatrixTransform* light_transform, unsigned int unit)
{
osg::Group* group = new osg::Group;
unsigned int tex_width = 1024;
unsigned int tex_height = 1024;
osg::Texture2D* texture = new osg::Texture2D;
texture->setTextureSize(tex_width, tex_height);
texture->setInternalFormat(GL_DEPTH_COMPONENT);
texture->setShadowComparison(true);
texture->setShadowTextureMode(Texture::LUMINANCE);
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// set up the render to texture camera.
{
// create the camera
osg::CameraNode* camera = new osg::CameraNode;
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
camera->setComputeNearFarMode(osg::CameraNode::DO_NOT_COMPUTE_NEAR_FAR);
// set viewport
camera->setViewport(0,0,tex_width,tex_height);
osg::StateSet* _local_stateset = camera->getOrCreateStateSet();
_local_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
float factor = 0.0f;
float units = 1.0f;
ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
polygon_offset->setFactor(factor);
polygon_offset->setUnits(units);
_local_stateset->setAttribute(polygon_offset.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
_local_stateset->setMode(GL_POLYGON_OFFSET_FILL, StateAttribute::ON | StateAttribute::OVERRIDE);
ref_ptr<CullFace> cull_face = new CullFace;
cull_face->setMode(CullFace::FRONT);
_local_stateset->setAttribute(cull_face.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
_local_stateset->setMode(GL_CULL_FACE, StateAttribute::ON | StateAttribute::OVERRIDE);
// set the camera to render before the main camera.
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::DEPTH_BUFFER, texture);
// add subgraph to render
camera->addChild(shadowed);
group->addChild(camera);
// create the texgen node to project the tex coords onto the subgraph
osg::TexGenNode* texgenNode = new osg::TexGenNode;
texgenNode->setTextureUnit(unit);
group->addChild(texgenNode);
// set an update callback to keep moving the camera and tex gen in the right direction.
group->setUpdateCallback(new UpdateCameraAndTexGenCallback(light_transform, camera, texgenNode));
}
// set the shadowed subgraph so that it uses the texture and tex gen settings.
{
osg::Group* shadowedGroup = new osg::Group;
shadowedGroup->addChild(shadowed);
group->addChild(shadowedGroup);
osg::StateSet* stateset = shadowedGroup->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON);
stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
if (unit==0)
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
program->addShader(fragment_shader);
osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
stateset->addUniform(shadowTextureSampler);
}
else
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
program->addShader(fragment_shader);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
stateset->addUniform(shadowTextureSampler);
}
osg::Uniform* ambientBias = new osg::Uniform("ambientBias",osg::Vec2(0.3f,1.2f));
stateset->addUniform(ambientBias);
}
// add the shadower and shadowed.
group->addChild(light_transform);
return group;
}
int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
ArgumentParser arguments(&argc, argv);
osg::ArgumentParser arguments(&argc, argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class");
@@ -430,10 +28,6 @@ int main(int argc, char** argv)
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments. getApplicationUsage());
bool withBaseTexture = true;
while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
while(arguments.read("--no-base-texture")) { withBaseTexture = false; }
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
@@ -451,31 +45,22 @@ int main(int argc, char** argv)
return 1;
}
ref_ptr<MatrixTransform> scene = new MatrixTransform;
scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
ref_ptr<Group> shadowed_scene = _create_scene();
if (!shadowed_scene.valid()) return 1;
ref_ptr<MatrixTransform> light_transform = _create_lights();
if (!light_transform.valid()) return 1;
ref_ptr<Group> shadowedScene;
if (withBaseTexture)
osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
if (!model)
{
shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),1);
}
else
{
shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),0);
osg::notify(osg::NOTICE)<<"No model loaded, please specify a model to load."<<std::endl;
return 1;
}
scene->addChild(shadowedScene.get());
osg::ref_ptr<osgShadow::OccluderGeometry> occluder = new osgShadow::OccluderGeometry;
occluder->computeOccluderGeometry(model.get());
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(occluder.get());
viewer.setSceneData(scene.get());
viewer.setSceneData(geode.get());
// create the windows and run the threads.
viewer.realize();

View File

@@ -79,7 +79,9 @@ class OSG_EXPORT Material : public StateAttribute
virtual bool getModeUsage(ModeUsage& usage) const
{
usage.usesMode(GL_COLOR_MATERIAL);
// note, since Material does it's own glEnable/glDisable of GL_COLOR_MATERIAL
// we shouldn't declare usage of that mode, so commenting out the below usage.
// usage.usesMode(GL_COLOR_MATERIAL);
return true;
}

View File

@@ -68,14 +68,16 @@ class OSGSHADOW_EXPORT OccluderGeometry : public osg::Drawable
/** Compute an occluder geometry containing all the geometry in specified subgraph.*/
void computeOccluderGeometry(osg::Node* subgraph, float sampleRatio=1.0f);
void computeOccluderGeometry(osg::Node* subgraph, osg::Matrix* matrix=0, float sampleRatio=1.0f);
/** Compute an occluder geometry containing the geometry in specified drawable.*/
void computeOccluderGeometry(osg::Drawable* drawable, float sampleRatio=1.0f);
void computeOccluderGeometry(osg::Drawable* drawable, osg::Matrix* matrix=0, float sampleRatio=1.0f);
/** Render the occluder geometry. */
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
/** Compute the bounding box around occluder geometry.*/
virtual osg::BoundingBox computeBound() const;
protected :

View File

@@ -12,6 +12,11 @@
*/
#include <osgShadow/OccluderGeometry>
#include <osg/Notify>
#include <osg/Geode>
#include <osg/io_utils>
#include <osg/TriangleFunctor>
#include <osg/TriangleIndexFunctor>
using namespace osgShadow;
@@ -26,14 +31,215 @@ OccluderGeometry::OccluderGeometry(const OccluderGeometry& oc, const osg::CopyOp
}
void OccluderGeometry::computeOccluderGeometry(osg::Node* subgraph, float sampleRatio)
class CollectOccludersVisitor : public osg::NodeVisitor
{
public:
CollectOccludersVisitor(OccluderGeometry* oc, osg::Matrix* matrix, float ratio):
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
_oc(oc),
_ratio(ratio)
{
if (matrix) pushMatrix(*matrix);
}
void apply(osg::Node& node)
{
if (node.getStateSet()) pushState(node.getStateSet());
traverse(node);
if (node.getStateSet()) popState();
}
void apply(osg::Transform& transform)
{
if (transform.getStateSet()) pushState(transform.getStateSet());
osg::Matrix matrix;
if (!_matrixStack.empty()) matrix = _matrixStack.back();
transform.computeLocalToWorldMatrix(matrix,this);
pushMatrix(matrix);
traverse(transform);
popMatrix();
if (transform.getStateSet()) popState();
}
void apply(osg::Geode& geode)
{
if (geode.getStateSet()) pushState(geode.getStateSet());
for(unsigned int i=0; i<geode.getNumDrawables(); ++i)
{
osg::Drawable* drawable = geode.getDrawable(i);
if (drawable->getStateSet()) pushState(drawable->getStateSet());
apply(geode.getDrawable(i));
if (drawable->getStateSet()) popState();
}
if (geode.getStateSet()) popState();
}
void pushState(osg::StateSet* stateset)
{
osg::StateAttribute::GLModeValue prevBlendModeValue = _blendModeStack.empty() ? osg::StateAttribute::GLModeValue(osg::StateAttribute::INHERIT) : _blendModeStack.back();
osg::StateAttribute::GLModeValue newBlendModeValue = stateset->getMode(GL_BLEND);
if (!(newBlendModeValue & osg::StateAttribute::PROTECTED) &&
(prevBlendModeValue & osg::StateAttribute::OVERRIDE) )
{
newBlendModeValue = prevBlendModeValue;
}
_blendModeStack.push_back(newBlendModeValue);
}
void popState()
{
_blendModeStack.pop_back();
}
void pushMatrix(osg::Matrix& matrix)
{
_matrixStack.push_back(matrix);
}
void popMatrix()
{
_matrixStack.pop_back();
}
void apply(osg::Drawable* drawable)
{
osg::StateAttribute::GLModeValue blendModeValue = _blendModeStack.empty() ? osg::StateAttribute::GLModeValue(osg::StateAttribute::INHERIT) : _blendModeStack.back();
if (blendModeValue & osg::StateAttribute::ON)
{
osg::notify(osg::NOTICE)<<"Ignoring transparent drawable."<<std::endl;
return;
}
_oc->computeOccluderGeometry(drawable, (_matrixStack.empty() ? 0 : &_matrixStack.back()), _ratio);
}
protected:
OccluderGeometry* _oc;
typedef std::vector<osg::Matrix> MatrixStack;
typedef std::vector<osg::StateAttribute::GLModeValue> ModeStack;
float _ratio;
MatrixStack _matrixStack;
ModeStack _blendModeStack;
};
void OccluderGeometry::computeOccluderGeometry(osg::Node* subgraph, osg::Matrix* matrix, float sampleRatio)
{
osg::notify(osg::NOTICE)<<"computeOccluderGeometry(osg::Node* subgraph, float sampleRatio)"<<std::endl;
CollectOccludersVisitor cov(this, matrix, sampleRatio);
subgraph->accept(cov);
osg::notify(osg::NOTICE)<<"done"<<std::endl;
}
void OccluderGeometry::computeOccluderGeometry(osg::Drawable* drawable, float sampleRatio)
struct TriangleIndexCollector
{
OccluderGeometry::Vec3List& _vertices;
OccluderGeometry::UIntList& _triangleIndices;
unsigned int _baseIndex;
TriangleIndexCollector(OccluderGeometry::Vec3List& vertices, OccluderGeometry::UIntList& triangleIndices):
_vertices(vertices),
_triangleIndices(triangleIndices)
{
_baseIndex = _vertices.size();
}
inline void operator()(unsigned int p1, unsigned int p2, unsigned int p3)
{
_triangleIndices.push_back(_baseIndex + p1);
_triangleIndices.push_back(_baseIndex + p2);
_triangleIndices.push_back(_baseIndex + p3);
}
};
typedef osg::TriangleIndexFunctor<TriangleIndexCollector> TriangleIndexCollectorFunctor;
struct TriangleCollector
{
OccluderGeometry::Vec3List& _vertices;
OccluderGeometry::UIntList& _triangleIndices;
typedef std::vector<const osg::Vec3*> VertexPointers;
VertexPointers _vertexPointers;
OccluderGeometry::Vec3List _tempoaryTriangleVertices;
TriangleCollector(OccluderGeometry::Vec3List& vertices, OccluderGeometry::UIntList& triangleIndices):
_vertices(vertices),
_triangleIndices(triangleIndices)
{
}
// bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r)
inline void operator () (const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3, bool treatVertexDataAsTemporary)
{
if (treatVertexDataAsTemporary)
{
_tempoaryTriangleVertices.push_back(v1);
_tempoaryTriangleVertices.push_back(v2);
_tempoaryTriangleVertices.push_back(v3);
}
else
{
_vertexPointers.push_back(&v1);
_vertexPointers.push_back(&v2);
_vertexPointers.push_back(&v3);
}
}
};
typedef osg::TriangleFunctor<TriangleCollector> TriangleCollectorFunctor;
void OccluderGeometry::computeOccluderGeometry(osg::Drawable* drawable, osg::Matrix* matrix, float sampleRatio)
{
osg::notify(osg::NOTICE)<<"computeOccluderGeometry(osg::Node* subgraph, float sampleRatio)"<<std::endl;
if (matrix)
{
osg::notify(osg::NOTICE)<<" matrix"<<*matrix<<std::endl;
}
else
{
osg::notify(osg::NOTICE)<<" no matrix"<<std::endl;
}
}
void OccluderGeometry::drawImplementation(osg::RenderInfo& renderInfo) const
{
osg::notify(osg::NOTICE)<<"drawImplementation(osg::RenderInfo& renderInfo)"<<std::endl;
}
osg::BoundingBox OccluderGeometry::computeBound() const
{
osg::BoundingBox bb;
for(Vec3List::const_iterator itr = _vertices.begin();
itr != _vertices.end();
++itr)
{
bb.expandBy(*itr);
}
return bb;
}