Fixed crash due on multipipe systems due by moving the local camera update code from the cull into the update traversal.

This commit is contained in:
Robert Osfield
2006-08-02 11:36:13 +00:00
parent 553d017fd9
commit cdaca0ebdf

View File

@@ -28,6 +28,7 @@ OverlayNode::OverlayNode():
_textureSizeHint(1024),
_continuousUpdate(false)
{
setNumChildrenRequiringUpdateTraversal(1);
init();
}
@@ -39,6 +40,7 @@ OverlayNode::OverlayNode(const OverlayNode& copy, const osg::CopyOp& copyop):
_textureSizeHint(copy._textureSizeHint),
_continuousUpdate(copy._continuousUpdate)
{
setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
init();
}
@@ -92,6 +94,93 @@ void OverlayNode::init()
void OverlayNode::traverse(osg::NodeVisitor& nv)
{
if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
Group::traverse(nv);
if (_continuousUpdate)
{
// 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<_camera->getNumChildren(); ++i)
{
bs.expandBy(_camera->getChild(i)->getBound());
}
if (bs.valid())
{
// see if we are within a coordinate system node.
osg::CoordinateSystemNode* csn = 0;
osg::NodePath& nodePath = nv.getNodePath();
for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
itr != nodePath.rend() && csn==0;
++itr)
{
csn = dynamic_cast<osg::CoordinateSystemNode*>(*itr);
}
_camera->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
if (csn)
{
osg::Vec3d eyePoint(0.0,0.0,0.0); // center of the planet
double centerDistance = (eyePoint-osg::Vec3d(bs.center())).length();
double znear = centerDistance-bs.radius();
double zfar = centerDistance+bs.radius();
double zNearRatio = 0.001f;
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
double top = (bs.radius()/centerDistance)*znear;
double right = top;
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint, bs.center(), osg::Vec3(0.0f,1.0f,0.0f));
}
else
{
osg::Vec3d upDirection(0.0,1.0,0.0);
osg::Vec3d viewDirection(0.0,0.0,1.0);
double viewDistance = 2.0*bs.radius();
osg::Vec3d center = bs.center();
osg::Vec3d eyePoint = center+viewDirection*viewDistance;
double znear = viewDistance-bs.radius();
double zfar = viewDistance+bs.radius();
float top = bs.radius();
float right = top;
_camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint,center,upDirection);
}
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVP = _camera->getViewMatrix() *
_camera->getProjectionMatrix();
osg::Matrix MVPT = MVP *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5,0.5,0.5);
_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
_textureFrustum.setToUnitFrustum(false,false);
_textureFrustum.transformProvidingInverse(MVP);
}
}
return;
}
if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
{
Group::traverse(nv);
@@ -111,87 +200,8 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
// if we need to redraw then do cull traversal on camera.
if (!_textureObjectValidList[contextID] || _continuousUpdate)
{
// 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<_camera->getNumChildren(); ++i)
{
bs.expandBy(_camera->getChild(i)->getBound());
}
if (bs.valid())
{
// see if we are within a coordinate system node.
osg::CoordinateSystemNode* csn = 0;
osg::NodePath& nodePath = nv.getNodePath();
for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
itr != nodePath.rend() && csn==0;
++itr)
{
csn = dynamic_cast<osg::CoordinateSystemNode*>(*itr);
}
_camera->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
if (csn)
{
osg::Vec3d eyePoint(0.0,0.0,0.0); // center of the planet
double centerDistance = (eyePoint-osg::Vec3d(bs.center())).length();
double znear = centerDistance-bs.radius();
double zfar = centerDistance+bs.radius();
double zNearRatio = 0.001f;
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
double top = (bs.radius()/centerDistance)*znear;
double right = top;
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint, bs.center(), osg::Vec3(0.0f,1.0f,0.0f));
}
else
{
osg::Vec3d upDirection(0.0,1.0,0.0);
osg::Vec3d viewDirection(0.0,0.0,1.0);
double viewDistance = 2.0*bs.radius();
osg::Vec3d center = bs.center();
osg::Vec3d eyePoint = center+viewDirection*viewDistance;
double znear = viewDistance-bs.radius();
double zfar = viewDistance+bs.radius();
float top = bs.radius();
float right = top;
_camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(eyePoint,center,upDirection);
}
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVP = _camera->getViewMatrix() *
_camera->getProjectionMatrix();
osg::Matrix MVPT = MVP *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5,0.5,0.5);
_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
_textureFrustum.setToUnitFrustum(false,false);
// const osg::Matrix modelView = (cv->getModelViewMatrix());
// _textureFrustum.transformProvidingInverse(osg::Matrix::inverse(modelView)*MVP);
_textureFrustum.transformProvidingInverse(MVP);
_camera->accept(*cv);
_textureObjectValidList[contextID] = 1;
}
_camera->accept(*cv);
_textureObjectValidList[contextID] = 1;
}