Updates to osg::Drawable::AppCallback and osgprerender demo.

This commit is contained in:
Robert Osfield
2002-07-10 20:30:57 +00:00
parent 27338f57b1
commit 8b1e9345df
3 changed files with 170 additions and 160 deletions

View File

@@ -164,7 +164,7 @@ class SG_EXPORT Drawable : public Object
struct AppCallback : public osg::Referenced
{
/** do customized app code.*/
virtual void app(osg::NodeVisitor *visitor, osg::Drawable* drawable) const = 0;
virtual void app(osg::NodeVisitor *visitor, osg::Drawable* drawable) = 0;
};
/** Set the AppCallback which allows users to attach customize the undating of an object during the app traversal.*/

View File

@@ -16,6 +16,7 @@
#include <osgUtil/TransformCallback>
#include <osgUtil/RenderToTextureStage>
#include <osgUtil/SmoothingVisitor>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
@@ -24,6 +25,25 @@
#include <osgGLUT/Viewer>
class MyAppCallback : public osg::NodeCallback
{
public:
MyAppCallback(osg::Node* subgraph):
_subgraph(subgraph) {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
// traverse the subgraph to update any nodes.
if (_subgraph.valid()) _subgraph->accept(*nv);
// must traverse the Node's subgraph
traverse(node,nv);
}
osg::ref_ptr<osg::Node> _subgraph;
};
class MyCullCallback : public osg::NodeCallback
{
public:
@@ -64,27 +84,15 @@ class MyCullCallback : public osg::NodeCallback
};
void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
{
// default to true right now, will dertermine if perspective from the
// projection matrix...
bool isPerspectiveProjection = true;
const osg::Matrix& matrix = cv.getModelViewMatrix();
const osg::BoundingSphere& bs = _subgraph->getBound();
osg::Vec3 eye_local = cv.getEyeLocal();
if (!bs.valid())
{
osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()<<std::endl;
return;
}
osg::Vec3 eye_world(0.0,0.0,0.0);
osg::Vec3 center_world = bs.center()*matrix;
// no appropriate sprite has been found therefore need to create
// one for use.
// create the render to texture stage.
osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = osgNew osgUtil::RenderToTextureStage;
@@ -111,88 +119,26 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
// set the current renderbin to be the newly created stage.
cv.setCurrentRenderBin(rtts.get());
// create quad coords (in local coords)
osg::Vec3 center_local = bs.center();
osg::Vec3 camera_up_local = cv.getUpLocal();
osg::Vec3 lv_local = center_local-eye_local;
float distance_local = lv_local.length();
lv_local /= distance_local;
osg::Vec3 sv_local = lv_local^camera_up_local;
sv_local.normalize();
osg::Vec3 up_local = sv_local^lv_local;
float width = bs.radius();
if (isPerspectiveProjection)
{
// expand the width to account for projection onto sprite.
width *= (distance_local/sqrtf(distance_local*distance_local-bs.radius2()));
}
// scale up and side vectors to sprite width.
up_local *= width;
sv_local *= width;
// create the corners of the sprite.
osg::Vec3 c00(center_local - sv_local - up_local);
osg::Vec3 c11(center_local + sv_local + up_local);
// adjust camera left,right,up,down to fit (in world coords)
osg::Vec3 near_local ( center_local-lv_local*width );
osg::Vec3 far_local ( center_local+lv_local*width );
osg::Vec3 top_local ( center_local+up_local);
osg::Vec3 right_local ( center_local+sv_local);
osg::Vec3 near_world = near_local * matrix;
osg::Vec3 far_world = far_local * matrix;
osg::Vec3 top_world = top_local * matrix;
osg::Vec3 right_world = right_local * matrix;
float znear = (near_world-eye_world).length();
float zfar = (far_world-eye_world).length();
float znear = 1.0f*bs.radius();
float zfar = 3.0f*bs.radius();
float top = (top_world-center_world).length();
float right = (right_world-center_world).length();
float top = 0.5f*znear;
float right = 0.5f*znear;
znear *= 0.9f;
zfar *= 1.1f;
// set up projection.
osg::Matrix* projection = osgNew osg::Matrix;
if (isPerspectiveProjection)
{
// deal with projection issue move the top and right points
// onto the near plane.
float ratio = znear/(center_world-eye_world).length();
top *= ratio;
right *= ratio;
projection->makeFrustum(-right,right,-top,top,znear,zfar);
}
else
{
projection->makeOrtho(-right,right,-top,top,znear,zfar);
}
projection->makeFrustum(-right,right,-top,top,znear,zfar);
cv.pushProjectionMatrix(projection);
osg::Vec3 rotate_from = bs.center()-eye_local;
osg::Vec3 rotate_to = cv.getLookVectorLocal();
osg::Matrix* matrix = new osg::Matrix;
matrix->makeLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
osg::Matrix* rotate_matrix = osgNew osg::Matrix(
osg::Matrix::translate(-eye_local)*
osg::Matrix::rotate(rotate_from,rotate_to)*
osg::Matrix::translate(eye_local)*
cv.getModelViewMatrix());
// pushing the cull view state will update it so it takes
// into account the new camera orientation.
cv.pushModelViewMatrix(rotate_matrix);
cv.pushModelViewMatrix(matrix);
osg::ref_ptr<osg::StateSet> dummyState = osgNew osg::StateSet;
@@ -224,47 +170,12 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
}
int height = 256;
int width = 512;
const osg::Viewport& viewport = *cv.getViewport();
// calc texture size for eye, bs.
// convert the corners of the sprite (in world coords) into their
// equivilant window coordinates by using the camera's project method.
const osg::Matrix& MVPW = cv.getMVPW();
osg::Vec3 c00_win = c00 * MVPW;
osg::Vec3 c11_win = c11 * MVPW;
// adjust texture size to be nearest power of 2.
float s = c11_win.x()-c00_win.x();
float t = c11_win.y()-c00_win.y();
// may need to reverse sign of width or height if a matrix has
// been applied which flips the orientation of this subgraph.
if (s<0.0f) s = -s;
if (t<0.0f) t = -t;
// bias value used to assist the rounding up or down of
// the texture dimensions to the nearest power of two.
// bias near 0.0 will almost always round down.
// bias near 1.0 will almost always round up.
float bias = 0.7f;
float sp2 = logf((float)s)/logf(2.0f);
float rounded_sp2 = floorf(sp2+bias);
int new_s = (int)(powf(2.0f,rounded_sp2));
float tp2 = logf((float)t)/logf(2.0f);
float rounded_tp2 = floorf(tp2+bias);
int new_t = (int)(powf(2.0f,rounded_tp2));
// if dimension is bigger than window divide it down.
while (new_s>viewport.width()) new_s /= 2;
// if dimension is bigger than window divide it down.
while (new_t>viewport.height()) new_t /= 2;
// offset the impostor viewport from the center of the main window
// viewport as often the edges of the viewport might be obscured by
@@ -273,7 +184,7 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
int center_y = viewport.y()+viewport.height()/2;
osg::Viewport* new_viewport = new osg::Viewport;
new_viewport->setViewport(center_x-new_s/2,center_y-new_t/2,new_s,new_t);
new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
rtts->setViewport(new_viewport);
dummyState->setAttribute(new_viewport);
@@ -291,50 +202,144 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
}
class MyGeometryCallback :
public osg::Drawable::AppCallback,
public osg::Drawable::AttributeFunctor
{
public:
MyGeometryCallback(const osg::Vec3& o,
const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z,
double period,double xphase,double amplitude):
osg::Drawable::AttributeFunctor(osg::Drawable::COORDS),
_firstCall(true),
_startTime(0.0),
_time(0.0),
_period(period),
_xphase(xphase),
_amplitude(amplitude),
_origin(o),
_xAxis(x),
_yAxis(y),
_zAxis(z) {}
virtual void app(osg::NodeVisitor* nv,osg::Drawable* drawable)
{
const osg::FrameStamp* fs = nv->getFrameStamp();
double referenceTime = fs->getReferenceTime();
if (_firstCall)
{
_firstCall = false;
_startTime = referenceTime;
}
_time = referenceTime-_startTime;
drawable->applyAttributeOperation(*this);
drawable->dirtyBound();
osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
if (geometry)
{
osgUtil::SmoothingVisitor::smooth(*geometry);
}
}
virtual bool apply(osg::Drawable::AttributeBitMask abm,osg::Vec3* begin,osg::Vec3* end)
{
if (abm == osg::Drawable::COORDS)
{
const float TwoPI=2.0f*osg::PI;
const float phase = -_time/_period;
for (osg::Vec3* itr=begin;itr<end;++itr)
{
osg::Vec3 dv(*itr-_origin);
osg::Vec3 local(dv*_xAxis,dv*_yAxis,dv*_zAxis);
local.z() = local.x()*_amplitude*
sinf(TwoPI*(phase+local.x()*_xphase));
(*itr) = _origin +
_xAxis*local.x()+
_yAxis*local.y()+
_zAxis*local.z();
}
return true;
}
return false;
}
bool _firstCall;
double _startTime;
double _time;
double _period;
double _xphase;
float _amplitude;
osg::Vec3 _origin;
osg::Vec3 _xAxis;
osg::Vec3 _yAxis;
osg::Vec3 _zAxis;
};
osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
{
if (!subgraph) return 0;
const osg::BoundingSphere& bs = subgraph->getBound();
// create the quad to visualize.
osg::Geometry* polyGeom = new osg::Geometry();
polyGeom->setSupportsDisplayList(false);
float radius = bs.radius()*1.5f;
osg::Vec3 origin(0.0f,0.0f,0.0f);
osg::Vec3 xAxis(1.0f,0.0f,0.0f);
osg::Vec3 yAxis(0.0f,0.0f,1.0f);
osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
float height = 100.0f;
float width = 200.0f;
int noSteps = 20;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(-radius,0.0f,radius));
vertices->push_back(osg::Vec3(-radius,0.0f,-radius));
vertices->push_back(osg::Vec3(radius,0.0f,-radius));
vertices->push_back(osg::Vec3(radius,0.0f,radius));
osg::Vec3 bottom = origin;
osg::Vec3 top = origin; top.z()+= height;
osg::Vec3 dv = xAxis*(width/((float)(noSteps-1)));
osg::Vec2Array* texcoords = new osg::Vec2Array;
osg::Vec2 bottom_texcoord(0.0f,0.0f);
osg::Vec2 top_texcoord(0.0f,1.0f);
osg::Vec2 dv_texcoord(1.0f/(float)(noSteps-1),0.0f);
for(int i=0;i<noSteps;++i)
{
vertices->push_back(top);
vertices->push_back(bottom);
top+=dv;
bottom+=dv;
texcoords->push_back(top_texcoord);
texcoords->push_back(bottom_texcoord);
top_texcoord+=dv_texcoord;
bottom_texcoord+=dv_texcoord;
}
// pass the created vertex array to the points geometry object.
polyGeom->setVertexArray(vertices);
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
polyGeom->setNormalArray(normals);
polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
polyGeom->setTexCoordArray(0,texcoords);
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
polyGeom->setColorArray(colors);
polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
osg::Vec2 myTexCoords[] =
{
osg::Vec2(0,1),
osg::Vec2(0,0),
osg::Vec2(1,0),
osg::Vec2(1,1)
};
int numTexCoords = sizeof(myTexCoords)/sizeof(osg::Vec2);
polyGeom->setTexCoordArray(0,new osg::Vec2Array(numTexCoords,myTexCoords));
polyGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::QUADS,0,4));
polyGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::QUAD_STRIP,0,vertices->size()));
// new we need to add the texture to the Drawable, we do so by creating a
// StateSet to contain the Texture StateAttribute.
@@ -349,19 +354,22 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
texture->setImage(image);
stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE_OFF);
polyGeom->setStateSet(stateset);
osg::Billboard* billboard = osgNew osg::Billboard();
billboard->setMode(osg::Billboard::POINT_ROT_EYE);
billboard->addDrawable(polyGeom,bs.center());
polyGeom->setAppCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f));
osg::Geode* geode = osgNew osg::Geode();
geode->addDrawable(polyGeom);
osg::Group* parent = new osg::Group;
// parent->setCullCallback(new MyCullCallback(subgraph,texture));
parent->setAppCallback(new MyAppCallback(subgraph));
// parent->setCullCallback(new MyCullCallback(subgraph,texture));
parent->setCullCallback(new MyCullCallback(subgraph,image));
parent->addChild(billboard);
// parent->addChild(billboard);
parent->addChild(geode);
return parent;
}
@@ -444,7 +452,7 @@ int main( int argc, char **argv )
loadedModelTransform->setAppCallback(nc);
osg::Group* rootNode = new osg::Group();
rootNode->addChild(loadedModelTransform);
// rootNode->addChild(loadedModelTransform);
rootNode->addChild(createPreRenderSubGraph(loadedModelTransform));

View File

@@ -214,6 +214,8 @@ void Drawable::setAppCallback(AppCallback* ac)
int delta = 0;
if (_appCallback.valid()) --delta;
if (ac) ++delta;
_appCallback = ac;
if (delta!=0)
{