Files
OpenSceneGraph/src/osgUtil/SceneView.cpp
2007-07-28 10:28:40 +00:00

1536 lines
58 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osgUtil/SceneView>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/GLObjectsVisitor>
#include <osg/Timer>
#include <osg/GLExtensions>
#include <osg/GLObjects>
#include <osg/Notify>
#include <osg/Texture>
#include <osg/AlphaFunc>
#include <osg/TexEnv>
#include <osg/ColorMatrix>
#include <osg/LightModel>
#include <osg/CollectOccludersVisitor>
#include <osg/GLU>
using namespace osg;
using namespace osgUtil;
static const GLubyte patternVertEven[] = {
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
static const GLubyte patternVertOdd[] = {
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA};
static const GLubyte patternHorzEven[] = {
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00};
SceneView::SceneView(DisplaySettings* ds)
{
_displaySettings = ds;
_fusionDistanceMode = PROPORTIONAL_TO_SCREEN_DISTANCE;
_fusionDistanceValue = 1.0f;
_lightingMode=NO_SCENEVIEW_LIGHT;
_prioritizeTextures = false;
setCamera(new Camera);
_camera->setViewport(new Viewport);
_camera->setClearColor(osg::Vec4(0.2f, 0.2f, 0.4f, 1.0f));
_initCalled = false;
setDrawBufferValue(GL_BACK);
_requiresFlush = true;
_activeUniforms = DEFAULT_UNIFORMS;
_previousFrameTime = 0;
_previousSimulationTime = 0;
_redrawInterlacedStereoStencilMask = true;
_interlacedStereoStencilWidth = 0;
_interlacedStereoStencilHeight = 0;
_dynamicObjectCount = 0;
}
SceneView::SceneView(const SceneView& rhs, const osg::CopyOp& copyop):
osg::Object(rhs,copyop),
osg::CullSettings(rhs)
{
_displaySettings = rhs._displaySettings;
_fusionDistanceMode = rhs._fusionDistanceMode;
_fusionDistanceValue = rhs._fusionDistanceValue;
_lightingMode = rhs._lightingMode;
_prioritizeTextures = rhs._prioritizeTextures;
_camera = rhs._camera;
_cameraWithOwnership = rhs._cameraWithOwnership;
_initCalled = rhs._initCalled;
_requiresFlush = rhs._requiresFlush;
_activeUniforms = rhs._activeUniforms;
_previousFrameTime = rhs._previousFrameTime;
_previousSimulationTime = rhs._previousSimulationTime;
_redrawInterlacedStereoStencilMask = rhs._redrawInterlacedStereoStencilMask;
_interlacedStereoStencilWidth = rhs._interlacedStereoStencilWidth;
_interlacedStereoStencilHeight = rhs._interlacedStereoStencilHeight;
_dynamicObjectCount = 0;
}
SceneView::~SceneView()
{
}
void SceneView::setDefaults(unsigned int options)
{
osg::CullSettings::setDefaults();
_camera->getProjectionMatrix().makePerspective(50.0f,1.4f,1.0f,10000.0f);
_camera->getViewMatrix().makeIdentity();
if (!_globalStateSet) _globalStateSet = new osg::StateSet;
else _globalStateSet->clear();
if ((options & HEADLIGHT) || (options & SKY_LIGHT))
{
_lightingMode=(options&HEADLIGHT) ? HEADLIGHT : SKY_LIGHT;
_light = new osg::Light;
_light->setLightNum(0);
_light->setAmbient(Vec4(0.00f,0.0f,0.00f,1.0f));
_light->setDiffuse(Vec4(0.8f,0.8f,0.8f,1.0f));
_light->setSpecular(Vec4(1.0f,1.0f,1.0f,1.0f));
_globalStateSet->setAssociatedModes(_light.get(),osg::StateAttribute::ON);
osg::LightModel* lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.1f,0.1f,0.1f,1.0f));
_globalStateSet->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
// enable lighting by default.
_globalStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
}
else
{
_lightingMode = NO_SCENEVIEW_LIGHT;
}
_renderInfo.setState(new State);
_rendergraph = new StateGraph;
_renderStage = new RenderStage;
if (options & COMPILE_GLOBJECTS_AT_INIT)
{
GLObjectsVisitor::Mode dlvMode = GLObjectsVisitor::COMPILE_DISPLAY_LISTS |
GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES |
GLObjectsVisitor::CHECK_BLACK_LISTED_MODES;
#ifdef __sgi
dlvMode = GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES;
#endif
// sgi's IR graphics has a problem with lighting and display lists, as it seems to store
// lighting state with the display list, and the display list visitor doesn't currently apply
// state before creating display lists. So will disable the init visitor default, this won't
// affect functionality since the display lists will be created as and when needed.
GLObjectsVisitor* dlv = new GLObjectsVisitor(dlvMode);
dlv->setNodeMaskOverride(0xffffffff);
_initVisitor = dlv;
}
_updateVisitor = new UpdateVisitor;
_cullVisitor = new CullVisitor;
_cullVisitor->setStateGraph(_rendergraph.get());
_cullVisitor->setRenderStage(_renderStage.get());
_globalStateSet->setGlobalDefaults();
// set up an texture environment by default to speed up blending operations.
osg::TexEnv* texenv = new osg::TexEnv;
texenv->setMode(osg::TexEnv::MODULATE);
_globalStateSet->setTextureAttributeAndModes(0,texenv, osg::StateAttribute::ON);
_camera->setClearColor(osg::Vec4(0.2f, 0.2f, 0.4f, 1.0f));
}
void SceneView::setCamera(osg::Camera* camera, bool assumeOwnershipOfCamera)
{
if (camera)
{
_camera = camera;
}
else
{
osg::notify(osg::NOTICE)<<"Warning: attempt to assign a NULL camera to SceneView not permitted."<<std::endl;
}
if (assumeOwnershipOfCamera)
{
_cameraWithOwnership = _camera.get();
}
else
{
_cameraWithOwnership = 0;
}
}
void SceneView::setSceneData(osg::Node* node)
{
// take a temporary reference to node to prevent the possibility
// of it getting deleted when when we do the camera clear of children.
osg::ref_ptr<osg::Node> temporaryRefernce = node;
// remove pre existing children
_camera->removeChildren(0, _camera->getNumChildren());
// add the new one in.
_camera->addChild(node);
}
void SceneView::init()
{
_initCalled = true;
// force the initialization of the OpenGL extension string
// to try and work around a Windows NVidia driver bug circa Oct 2006.
osg::isGLExtensionSupported(_renderInfo.getState()->getContextID(),"");
if (_camera.valid() && _initVisitor.valid())
{
_initVisitor->reset();
_initVisitor->setFrameStamp(_frameStamp.get());
GLObjectsVisitor* dlv = dynamic_cast<GLObjectsVisitor*>(_initVisitor.get());
if (dlv) dlv->setState(_renderInfo.getState());
if (_frameStamp.valid())
{
_initVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
}
_camera->accept(*_initVisitor.get());
}
}
void SceneView::update()
{
if (_camera.valid() && _updateVisitor.valid())
{
_updateVisitor->reset();
_updateVisitor->setFrameStamp(_frameStamp.get());
// use the frame number for the traversal number.
if (_frameStamp.valid())
{
_updateVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
}
_camera->accept(*_updateVisitor.get());
// now force a recompute of the bounding volume while we are still in
// the read/write app phase, this should prevent the need to recompute
// the bounding volumes from within the cull traversal which may be
// multi-threaded.
_camera->getBound();
}
}
void SceneView::updateUniforms()
{
if (!_localStateSet)
{
_localStateSet = new osg::StateSet;
}
if (!_localStateSet) return;
if ((_activeUniforms & FRAME_NUMBER_UNIFORM) && _frameStamp.valid())
{
osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_FrameNumber",osg::Uniform::INT);
uniform->set(_frameStamp->getFrameNumber());
}
if ((_activeUniforms & FRAME_TIME_UNIFORM) && _frameStamp.valid())
{
osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_FrameTime",osg::Uniform::FLOAT);
uniform->set(static_cast<float>(_frameStamp->getReferenceTime()));
}
if ((_activeUniforms & DELTA_FRAME_TIME_UNIFORM) && _frameStamp.valid())
{
float delta_frame_time = (_previousFrameTime != 0.0) ? static_cast<float>(_frameStamp->getReferenceTime()-_previousFrameTime) : 0.0f;
_previousFrameTime = _frameStamp->getReferenceTime();
osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_DeltaFrameTime",osg::Uniform::FLOAT);
uniform->set(delta_frame_time);
}
if ((_activeUniforms & SIMULATION_TIME_UNIFORM) && _frameStamp.valid())
{
osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_SimulationTime",osg::Uniform::FLOAT);
uniform->set(static_cast<float>(_frameStamp->getSimulationTime()));
}
if ((_activeUniforms & DELTA_SIMULATION_TIME_UNIFORM) && _frameStamp.valid())
{
float delta_simulation_time = (_previousSimulationTime != 0.0) ? static_cast<float>(_frameStamp->getSimulationTime()-_previousSimulationTime) : 0.0f;
_previousSimulationTime = _frameStamp->getSimulationTime();
osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_DeltaSimulationTime",osg::Uniform::FLOAT);
uniform->set(delta_simulation_time);
}
if (_activeUniforms & VIEW_MATRIX_UNIFORM)
{
osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_ViewMatrix",osg::Uniform::FLOAT_MAT4);
uniform->set(getViewMatrix());
}
if (_activeUniforms & VIEW_MATRIX_INVERSE_UNIFORM)
{
osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_ViewMatrixInverse",osg::Uniform::FLOAT_MAT4);
uniform->set(osg::Matrix::inverse(getViewMatrix()));
}
}
osg::Matrixd SceneView::computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const
{
double iod = _displaySettings->getEyeSeparation();
double sd = _displaySettings->getScreenDistance();
double scale_x = 1.0;
double scale_y = 1.0;
if (_displaySettings->getSplitStereoAutoAdjustAspectRatio())
{
switch(_displaySettings->getStereoMode())
{
case(osg::DisplaySettings::HORIZONTAL_SPLIT):
scale_x = 2.0;
break;
case(osg::DisplaySettings::VERTICAL_SPLIT):
scale_y = 2.0;
break;
default:
break;
}
}
if (_displaySettings->getDisplayType()==osg::DisplaySettings::HEAD_MOUNTED_DISPLAY)
{
// head mounted display has the same projection matrix for left and right eyes.
return osg::Matrixd::scale(scale_x,scale_y,1.0) *
projection;
}
else
{
// all other display types assume working like a projected power wall
// need to shjear projection matrix to account for asymetric frustum due to eye offset.
return osg::Matrixd(1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
iod/(2.0*sd),0.0,1.0,0.0,
0.0,0.0,0.0,1.0) *
osg::Matrixd::scale(scale_x,scale_y,1.0) *
projection;
}
}
osg::Matrixd SceneView::computeLeftEyeViewImplementation(const osg::Matrixd& view) const
{
double fusionDistance = _displaySettings->getScreenDistance();
switch(_fusionDistanceMode)
{
case(USE_FUSION_DISTANCE_VALUE):
fusionDistance = _fusionDistanceValue;
break;
case(PROPORTIONAL_TO_SCREEN_DISTANCE):
fusionDistance *= _fusionDistanceValue;
break;
}
double iod = _displaySettings->getEyeSeparation();
double sd = _displaySettings->getScreenDistance();
double es = 0.5f*iod*(fusionDistance/sd);
return view *
osg::Matrixd(1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
es,0.0,0.0,1.0);
}
osg::Matrixd SceneView::computeRightEyeProjectionImplementation(const osg::Matrixd& projection) const
{
double iod = _displaySettings->getEyeSeparation();
double sd = _displaySettings->getScreenDistance();
double scale_x = 1.0;
double scale_y = 1.0;
if (_displaySettings->getSplitStereoAutoAdjustAspectRatio())
{
switch(_displaySettings->getStereoMode())
{
case(osg::DisplaySettings::HORIZONTAL_SPLIT):
scale_x = 2.0;
break;
case(osg::DisplaySettings::VERTICAL_SPLIT):
scale_y = 2.0;
break;
default:
break;
}
}
if (_displaySettings->getDisplayType()==osg::DisplaySettings::HEAD_MOUNTED_DISPLAY)
{
// head mounted display has the same projection matrix for left and right eyes.
return osg::Matrixd::scale(scale_x,scale_y,1.0) *
projection;
}
else
{
// all other display types assume working like a projected power wall
// need to shjear projection matrix to account for asymetric frustum due to eye offset.
return osg::Matrixd(1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
-iod/(2.0*sd),0.0,1.0,0.0,
0.0,0.0,0.0,1.0) *
osg::Matrixd::scale(scale_x,scale_y,1.0) *
projection;
}
}
osg::Matrixd SceneView::computeRightEyeViewImplementation(const osg::Matrixd& view) const
{
float fusionDistance = _displaySettings->getScreenDistance();
switch(_fusionDistanceMode)
{
case(USE_FUSION_DISTANCE_VALUE):
fusionDistance = _fusionDistanceValue;
break;
case(PROPORTIONAL_TO_SCREEN_DISTANCE):
fusionDistance *= _fusionDistanceValue;
break;
}
double iod = _displaySettings->getEyeSeparation();
double sd = _displaySettings->getScreenDistance();
double es = 0.5*iod*(fusionDistance/sd);
return view *
osg::Matrixd(1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
-es,0.0,0.0,1.0);
}
void SceneView::inheritCullSettings(const osg::CullSettings& settings, unsigned int inheritanceMask)
{
if (_camera.valid() && _camera->getView())
{
if (inheritanceMask & osg::CullSettings::LIGHTING_MODE)
{
switch(_camera->getView()->getLightingMode())
{
case(osg::View::NO_LIGHT): setLightingMode(NO_SCENEVIEW_LIGHT); break;
case(osg::View::HEADLIGHT): setLightingMode(HEADLIGHT); break;
case(osg::View::SKY_LIGHT): setLightingMode(SKY_LIGHT); break;
}
}
if (inheritanceMask & osg::CullSettings::LIGHT)
{
setLight(_camera->getView()->getLight());
}
}
osg::CullSettings::inheritCullSettings(settings, inheritanceMask);
}
void SceneView::cull()
{
_dynamicObjectCount = 0;
if (_camera->getNodeMask()==0) return;
_renderInfo.setView(_camera->getView());
// update the active uniforms
updateUniforms();
if (!_renderInfo.getState())
{
osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView::_state attached, creating a default state automatically."<< std::endl;
// note the constructor for osg::State will set ContextID to 0 which will be fine to single context graphics
// applications which is ok for most apps, but not multiple context/pipe applications.
_renderInfo.setState(new osg::State);
}
osg::State* state = _renderInfo.getState();
if (!_localStateSet)
{
_localStateSet = new osg::StateSet;
}
// we in theory should be able to be able to bypass reset, but we'll call it just incase.
//_state->reset();
state->setFrameStamp(_frameStamp.get());
state->setDisplaySettings(_displaySettings.get());
if (!_cullVisitor)
{
osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView:: attached, creating a default CullVisitor automatically."<< std::endl;
_cullVisitor = new CullVisitor;
}
if (!_rendergraph)
{
osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView:: attached, creating a global default StateGraph automatically."<< std::endl;
_rendergraph = new StateGraph;
}
if (!_renderStage)
{
osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView::_renderStage attached, creating a default RenderStage automatically."<< std::endl;
_renderStage = new RenderStage;
}
if (_displaySettings.valid() && _displaySettings->getStereo())
{
if (_displaySettings->getStereoMode()==osg::DisplaySettings::LEFT_EYE)
{
// set up the left eye.
_cullVisitor->setTraversalMask(_cullMaskLeft);
bool computeNearFar = cullStage(computeLeftEyeProjection(getProjectionMatrix()),computeLeftEyeView(getViewMatrix()),_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
if (computeNearFar)
{
CullVisitor::value_type zNear = _cullVisitor->getCalculatedNearPlane();
CullVisitor::value_type zFar = _cullVisitor->getCalculatedFarPlane();
_cullVisitor->clampProjectionMatrix(getProjectionMatrix(),zNear,zFar);
}
}
else if (_displaySettings->getStereoMode()==osg::DisplaySettings::RIGHT_EYE)
{
// set up the right eye.
_cullVisitor->setTraversalMask(_cullMaskRight);
bool computeNearFar = cullStage(computeRightEyeProjection(getProjectionMatrix()),computeRightEyeView(getViewMatrix()),_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
if (computeNearFar)
{
CullVisitor::value_type zNear = _cullVisitor->getCalculatedNearPlane();
CullVisitor::value_type zFar = _cullVisitor->getCalculatedFarPlane();
_cullVisitor->clampProjectionMatrix(getProjectionMatrix(),zNear,zFar);
}
}
else
{
if (!_cullVisitorLeft.valid()) _cullVisitorLeft = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
if (!_rendergraphLeft.valid()) _rendergraphLeft = dynamic_cast<StateGraph*>(_rendergraph->cloneType());
if (!_renderStageLeft.valid()) _renderStageLeft = dynamic_cast<RenderStage*>(_renderStage->clone(osg::CopyOp::DEEP_COPY_ALL));
if (!_cullVisitorRight.valid()) _cullVisitorRight = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
if (!_rendergraphRight.valid()) _rendergraphRight = dynamic_cast<StateGraph*>(_rendergraph->cloneType());
if (!_renderStageRight.valid()) _renderStageRight = dynamic_cast<RenderStage*>(_renderStage->clone(osg::CopyOp::DEEP_COPY_ALL));
_cullVisitorLeft->setDatabaseRequestHandler(_cullVisitor->getDatabaseRequestHandler());
_cullVisitorLeft->setClampProjectionMatrixCallback(_cullVisitor->getClampProjectionMatrixCallback());
_cullVisitorLeft->setTraversalMask(_cullMaskLeft);
bool computeNearFar = cullStage(computeLeftEyeProjection(getProjectionMatrix()),computeLeftEyeView(getViewMatrix()),_cullVisitorLeft.get(),_rendergraphLeft.get(),_renderStageLeft.get());
// set up the right eye.
_cullVisitorRight->setDatabaseRequestHandler(_cullVisitor->getDatabaseRequestHandler());
_cullVisitorRight->setClampProjectionMatrixCallback(_cullVisitor->getClampProjectionMatrixCallback());
_cullVisitorRight->setTraversalMask(_cullMaskRight);
computeNearFar = cullStage(computeRightEyeProjection(getProjectionMatrix()),computeRightEyeView(getViewMatrix()),_cullVisitorRight.get(),_rendergraphRight.get(),_renderStageRight.get());
if (computeNearFar)
{
CullVisitor::value_type zNear = osg::minimum(_cullVisitorLeft->getCalculatedNearPlane(),_cullVisitorRight->getCalculatedNearPlane());
CullVisitor::value_type zFar = osg::maximum(_cullVisitorLeft->getCalculatedFarPlane(),_cullVisitorRight->getCalculatedFarPlane());
_cullVisitor->clampProjectionMatrix(getProjectionMatrix(),zNear,zFar);
}
}
}
else
{
_cullVisitor->setTraversalMask(_cullMask);
bool computeNearFar = cullStage(getProjectionMatrix(),getViewMatrix(),_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
if (computeNearFar)
{
CullVisitor::value_type zNear = _cullVisitor->getCalculatedNearPlane();
CullVisitor::value_type zFar = _cullVisitor->getCalculatedFarPlane();
_cullVisitor->clampProjectionMatrix(getProjectionMatrix(),zNear,zFar);
}
}
}
bool SceneView::cullStage(const osg::Matrixd& projection,const osg::Matrixd& modelview,osgUtil::CullVisitor* cullVisitor, osgUtil::StateGraph* rendergraph, osgUtil::RenderStage* renderStage)
{
if (!_camera || !getViewport()) return false;
osg::ref_ptr<RefMatrix> proj = new osg::RefMatrix(projection);
osg::ref_ptr<RefMatrix> mv = new osg::RefMatrix(modelview);
// collect any occluder in the view frustum.
if (_camera->containsOccluderNodes())
{
//std::cout << "Scene graph contains occluder nodes, searching for them"<<std::endl;
if (!_collectOccludersVisitor) _collectOccludersVisitor = new osg::CollectOccludersVisitor;
_collectOccludersVisitor->inheritCullSettings(*this);
_collectOccludersVisitor->reset();
_collectOccludersVisitor->setFrameStamp(_frameStamp.get());
// use the frame number for the traversal number.
if (_frameStamp.valid())
{
_collectOccludersVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
}
_collectOccludersVisitor->pushViewport(getViewport());
_collectOccludersVisitor->pushProjectionMatrix(proj.get());
_collectOccludersVisitor->pushModelViewMatrix(mv.get(),osg::Transform::ABSOLUTE_RF);
// traverse the scene graph to search for occluder in there new positions.
for(unsigned int i=0; i< _camera->getNumChildren(); ++i)
{
_camera->getChild(i)->accept(*_collectOccludersVisitor);
}
_collectOccludersVisitor->popModelViewMatrix();
_collectOccludersVisitor->popProjectionMatrix();
_collectOccludersVisitor->popViewport();
// sort the occluder from largest occluder volume to smallest.
_collectOccludersVisitor->removeOccludedOccluders();
osg::notify(osg::DEBUG_INFO) << "finished searching for occluder - found "<<_collectOccludersVisitor->getCollectedOccluderSet().size()<<std::endl;
cullVisitor->getOccluderList().clear();
std::copy(_collectOccludersVisitor->getCollectedOccluderSet().begin(),_collectOccludersVisitor->getCollectedOccluderSet().end(), std::back_insert_iterator<CullStack::OccluderList>(cullVisitor->getOccluderList()));
}
cullVisitor->reset();
cullVisitor->setFrameStamp(_frameStamp.get());
// use the frame number for the traversal number.
if (_frameStamp.valid())
{
cullVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
}
cullVisitor->inheritCullSettings(*this);
cullVisitor->setClearNode(NULL); // reset earth sky on each frame.
cullVisitor->setStateGraph(rendergraph);
cullVisitor->setRenderStage(renderStage);
cullVisitor->setRenderInfo( _renderInfo );
renderStage->reset();
// comment out reset of rendergraph since clean is more efficient.
// rendergraph->reset();
// use clean of the rendergraph rather than reset, as it is able to
// reuse the structure on the rendergraph in the next frame. This
// achieves a certain amount of frame cohereancy of memory allocation.
rendergraph->clean();
renderStage->setViewport(getViewport());
renderStage->setClearColor(getClearColor());
renderStage->setClearMask(_camera->getClearMask());
#if 1
renderStage->setCamera(_camera.get());
#endif
switch(_lightingMode)
{
case(HEADLIGHT):
if (_light.valid()) renderStage->addPositionedAttribute(NULL,_light.get());
else osg::notify(osg::WARN)<<"Warning: no osg::Light attached to ogUtil::SceneView to provide head light.*/"<<std::endl;
break;
case(SKY_LIGHT):
if (_light.valid()) renderStage->addPositionedAttribute(mv.get(),_light.get());
else osg::notify(osg::WARN)<<"Warning: no osg::Light attached to ogUtil::SceneView to provide sky light.*/"<<std::endl;
break;
default:
break;
}
if (_globalStateSet.valid()) cullVisitor->pushStateSet(_globalStateSet.get());
if (_localStateSet.valid()) cullVisitor->pushStateSet(_localStateSet.get());
cullVisitor->pushViewport(getViewport());
cullVisitor->pushProjectionMatrix(proj.get());
cullVisitor->pushModelViewMatrix(mv.get(),osg::Transform::ABSOLUTE_RF);
// traverse the scene graph to generate the rendergraph.
for(unsigned int childNo=0;
childNo<_camera->getNumChildren();
++childNo)
{
_camera->getChild(childNo)->accept(*cullVisitor);
}
cullVisitor->popModelViewMatrix();
cullVisitor->popProjectionMatrix();
cullVisitor->popViewport();
if (_localStateSet.valid()) cullVisitor->popStateSet();
if (_globalStateSet.valid()) cullVisitor->popStateSet();
const osg::ClearNode* clearNode = cullVisitor->getClearNode();
if (clearNode)
{
if (clearNode->getRequiresClear())
{
renderStage->setClearColor(clearNode->getClearColor());
renderStage->setClearMask(clearNode->getClearMask());
}
else
{
// we have an earth sky implementation to do the work for use
// so we don't need to clear.
renderStage->setClearMask(0);
}
}
renderStage->sort();
// prune out any empty StateGraph children.
// note, this would be not required if the rendergraph had been
// reset at the start of each frame (see top of this method) but
// a clean has been used instead to try to minimize the amount of
// allocation and deleteing of the StateGraph nodes.
rendergraph->prune();
// set the number of dynamic objects in the scene.
_dynamicObjectCount += renderStage->computeNumberOfDynamicRenderLeaves();
bool computeNearFar = (cullVisitor->getComputeNearFarMode()!=osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR) && getSceneData()!=0;
return computeNearFar;
}
void SceneView::releaseAllGLObjects()
{
if (!_camera) return;
_camera->releaseGLObjects(_renderInfo.getState());
// we need to reset State as it keeps handles to Program objects.
if (_renderInfo.getState()) _renderInfo.getState()->reset();
}
void SceneView::flushAllDeletedGLObjects()
{
osg::State* state = _renderInfo.getState();
_requiresFlush = false;
osg::flushAllDeletedGLObjects(getState()->getContextID());
}
void SceneView::flushDeletedGLObjects(double& availableTime)
{
osg::State* state = _renderInfo.getState();
_requiresFlush = false;
double currentTime = state->getFrameStamp()?state->getFrameStamp()->getReferenceTime():0.0;
osg::flushDeletedGLObjects(getState()->getContextID(), currentTime, availableTime);
}
void SceneView::draw()
{
if (_camera->getNodeMask()==0) return;
osg::State* state = _renderInfo.getState();
state->initializeExtensionProcs();
if (!_initCalled) init();
// note, to support multi-pipe systems the deletion of OpenGL display list
// and texture objects is deferred until the OpenGL context is the correct
// context for when the object were originally created. Here we know what
// context we are in so can flush the appropriate caches.
if (_requiresFlush)
{
double availableTime = 0.005;
flushDeletedGLObjects(availableTime);
}
// assume the the draw which is about to happen could generate GL objects that need flushing in the next frame.
_requiresFlush = true;
state->setInitialViewMatrix(new osg::RefMatrix(getViewMatrix()));
RenderLeaf* previous = NULL;
if (_displaySettings.valid() && _displaySettings->getStereo())
{
switch(_displaySettings->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER):
{
_localStateSet->setAttribute(getViewport());
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStageLeft->setColorMask(cmask);
_renderStageRight->setColorMask(cmask);
_renderStageLeft->setDrawBuffer(GL_BACK_LEFT);
_renderStageLeft->setReadBuffer(GL_BACK_LEFT);
_renderStageRight->setDrawBuffer(GL_BACK_RIGHT);
_renderStageRight->setReadBuffer(GL_BACK_RIGHT);
_renderStageLeft->drawPreRenderStages(_renderInfo,previous);
_renderStageRight->drawPreRenderStages(_renderInfo,previous);
_renderStageLeft->draw(_renderInfo,previous);
_renderStageRight->draw(_renderInfo,previous);
}
break;
case(osg::DisplaySettings::ANAGLYPHIC):
{
if( getDrawBufferValue() != GL_NONE)
{
_renderStageLeft->setDrawBuffer(getDrawBufferValue());
_renderStageLeft->setReadBuffer(getDrawBufferValue());
_renderStageRight->setDrawBuffer(getDrawBufferValue());
_renderStageRight->setReadBuffer(getDrawBufferValue());
}
_localStateSet->setAttribute(getViewport());
_renderStageLeft->drawPreRenderStages(_renderInfo,previous);
_renderStageRight->drawPreRenderStages(_renderInfo,previous);
// ensure that left eye color planes are active.
osg::ColorMask* leftColorMask = _renderStageLeft->getColorMask();
if (!leftColorMask)
{
leftColorMask = new osg::ColorMask();
_renderStageRight->setColorMask(leftColorMask);
}
// red
leftColorMask->setMask(true,false,false,true);
// orange
// leftColorMask->setMask(true,true,false,true);
_localStateSet->setAttribute(leftColorMask);
// draw left eye.
_renderStageLeft->draw(_renderInfo,previous);
// ensure that right eye color planes are active.
osg::ColorMask* rightColorMask = _renderStageLeft->getColorMask();
if (!rightColorMask)
{
rightColorMask = new osg::ColorMask();
_renderStageRight->setColorMask(rightColorMask);
}
// cyan
rightColorMask->setMask(false,true,true,true);
// blue
// rightColorMask->setMask(false,false,true,true);
_localStateSet->setAttribute(rightColorMask);
_renderStageRight->setColorMask(rightColorMask);
// draw right eye.
_renderStageRight->draw(_renderInfo,previous);
}
break;
case(osg::DisplaySettings::HORIZONTAL_SPLIT):
{
if( getDrawBufferValue() != GL_NONE)
{
_renderStageLeft->setDrawBuffer(getDrawBufferValue());
_renderStageLeft->setReadBuffer(getDrawBufferValue());
_renderStageRight->setDrawBuffer(getDrawBufferValue());
_renderStageRight->setReadBuffer(getDrawBufferValue());
}
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStageLeft->setColorMask(cmask);
_renderStageRight->setColorMask(cmask);
_renderStageLeft->drawPreRenderStages(_renderInfo,previous);
_renderStageRight->drawPreRenderStages(_renderInfo,previous);
double separation = _displaySettings->getSplitStereoHorizontalSeparation();
double left_half_width = (getViewport()->width()-separation)/2.0;
double right_half_begin = (getViewport()->width()+separation)/2.0;
double right_half_width = getViewport()->width()-right_half_begin;
osg::ref_ptr<osg::Viewport> viewportLeft = new osg::Viewport;
viewportLeft->setViewport(getViewport()->x(),getViewport()->y(),left_half_width,getViewport()->height());
osg::ref_ptr<osg::Viewport> viewportRight = new osg::Viewport;
viewportRight->setViewport(getViewport()->x()+right_half_begin,getViewport()->y(),right_half_width,getViewport()->height());
clearArea(static_cast<int>(getViewport()->x()+left_half_width),
static_cast<int>(getViewport()->y()),
static_cast<int>(separation),
static_cast<int>(getViewport()->height()),_renderStageLeft->getClearColor());
if (_displaySettings->getSplitStereoHorizontalEyeMapping()==osg::DisplaySettings::LEFT_EYE_LEFT_VIEWPORT)
{
_localStateSet->setAttribute(viewportLeft.get());
_renderStageLeft->setViewport(viewportLeft.get());
_renderStageLeft->draw(_renderInfo,previous);
_localStateSet->setAttribute(viewportRight.get());
_renderStageRight->setViewport(viewportRight.get());
_renderStageRight->draw(_renderInfo,previous);
}
else
{
_localStateSet->setAttribute(viewportRight.get());
_renderStageLeft->setViewport(viewportRight.get());
_renderStageLeft->draw(_renderInfo,previous);
_localStateSet->setAttribute(viewportLeft.get());
_renderStageRight->setViewport(viewportLeft.get());
_renderStageRight->draw(_renderInfo,previous);
}
}
break;
case(osg::DisplaySettings::VERTICAL_SPLIT):
{
if( getDrawBufferValue() != GL_NONE)
{
_renderStageLeft->setDrawBuffer(getDrawBufferValue());
_renderStageLeft->setReadBuffer(getDrawBufferValue());
_renderStageRight->setDrawBuffer(getDrawBufferValue());
_renderStageRight->setReadBuffer(getDrawBufferValue());
}
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStageLeft->setColorMask(cmask);
_renderStageRight->setColorMask(cmask);
_renderStageLeft->drawPreRenderStages(_renderInfo,previous);
_renderStageRight->drawPreRenderStages(_renderInfo,previous);
double separation = _displaySettings->getSplitStereoVerticalSeparation();
double bottom_half_height = (getViewport()->height()-separation)/2.0;
double top_half_begin = (getViewport()->height()+separation)/2.0;
double top_half_height = getViewport()->height()-top_half_begin;
osg::ref_ptr<osg::Viewport> viewportTop = new osg::Viewport;
viewportTop->setViewport(getViewport()->x(),getViewport()->y()+top_half_begin,getViewport()->width(),top_half_height);
osg::ref_ptr<osg::Viewport> viewportBottom = new osg::Viewport;
viewportBottom->setViewport(getViewport()->x(),getViewport()->y(),getViewport()->width(),bottom_half_height);
clearArea(static_cast<int>(getViewport()->x()),
static_cast<int>(getViewport()->y()+bottom_half_height),
static_cast<int>(getViewport()->width()),
static_cast<int>(separation),
_renderStageLeft->getClearColor());
if (_displaySettings->getSplitStereoVerticalEyeMapping()==osg::DisplaySettings::LEFT_EYE_TOP_VIEWPORT)
{
_localStateSet->setAttribute(viewportTop.get());
_renderStageLeft->setViewport(viewportTop.get());
_renderStageLeft->draw(_renderInfo,previous);
_localStateSet->setAttribute(viewportBottom.get());
_renderStageRight->setViewport(viewportBottom.get());
_renderStageRight->draw(_renderInfo,previous);
}
else
{
_localStateSet->setAttribute(viewportBottom.get());
_renderStageLeft->setViewport(viewportBottom.get());
_renderStageLeft->draw(_renderInfo,previous);
_localStateSet->setAttribute(viewportTop.get());
_renderStageRight->setViewport(viewportTop.get());
_renderStageRight->draw(_renderInfo,previous);
}
}
break;
case(osg::DisplaySettings::RIGHT_EYE):
case(osg::DisplaySettings::LEFT_EYE):
{
if( getDrawBufferValue() != GL_NONE)
{
_renderStage->setDrawBuffer(getDrawBufferValue());
_renderStage->setReadBuffer(getDrawBufferValue());
}
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStage->setColorMask(cmask);
_renderStage->setColorMask(cmask);
_localStateSet->setAttribute(getViewport());
_renderStage->drawPreRenderStages(_renderInfo,previous);
_renderStage->draw(_renderInfo,previous);
}
break;
case(osg::DisplaySettings::VERTICAL_INTERLACE):
{
if( getDrawBufferValue() != GL_NONE)
{
_renderStageLeft->setDrawBuffer(getDrawBufferValue());
_renderStageLeft->setReadBuffer(getDrawBufferValue());
_renderStageRight->setDrawBuffer(getDrawBufferValue());
_renderStageRight->setReadBuffer(getDrawBufferValue());
}
_localStateSet->setAttribute(getViewport());
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStageLeft->setColorMask(cmask);
_renderStageRight->setColorMask(cmask);
_renderStageLeft->drawPreRenderStages(_renderInfo,previous);
_renderStageRight->drawPreRenderStages(_renderInfo,previous);
glEnable(GL_STENCIL_TEST);
if(_redrawInterlacedStereoStencilMask ||
_interlacedStereoStencilWidth != getViewport()->width() ||
_interlacedStereoStencilHeight != getViewport()->height() )
{
getViewport()->apply(*state);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(getViewport()->x(), getViewport()->width(), getViewport()->y(), getViewport()->height(), -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glStencilMask(~0u);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, ~0u);
glPolygonStipple(patternVertEven);
glEnable(GL_POLYGON_STIPPLE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glRecti(static_cast<GLint>(getViewport()->x()),
static_cast<GLint>(getViewport()->y()),
static_cast<GLint>(getViewport()->width()),
static_cast<GLint>(getViewport()->height()) );
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_POLYGON_STIPPLE);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
_redrawInterlacedStereoStencilMask = false;
_interlacedStereoStencilWidth = static_cast<int>(getViewport()->width());
_interlacedStereoStencilHeight = static_cast<int>(getViewport()->height());
}
_renderStageLeft->setClearMask(_renderStageLeft->getClearMask() & ~(GL_STENCIL_BUFFER_BIT));
_renderStageRight->setClearMask(_renderStageRight->getClearMask() & ~(GL_STENCIL_BUFFER_BIT|GL_COLOR_BUFFER_BIT));
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, 0, ~0u);
_renderStageLeft->draw(_renderInfo,previous);
glStencilFunc(GL_NOTEQUAL, 0, ~0u);
_renderStageRight->draw(_renderInfo,previous);
glDisable(GL_STENCIL_TEST);
}
break;
case(osg::DisplaySettings::HORIZONTAL_INTERLACE):
{
if( getDrawBufferValue() != GL_NONE)
{
_renderStageLeft->setDrawBuffer(getDrawBufferValue());
_renderStageLeft->setReadBuffer(getDrawBufferValue());
_renderStageRight->setDrawBuffer(getDrawBufferValue());
_renderStageRight->setReadBuffer(getDrawBufferValue());
}
_localStateSet->setAttribute(getViewport());
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStageLeft->setColorMask(cmask);
_renderStageRight->setColorMask(cmask);
_renderStageLeft->drawPreRenderStages(_renderInfo,previous);
_renderStageRight->drawPreRenderStages(_renderInfo,previous);
glEnable(GL_STENCIL_TEST);
if(_redrawInterlacedStereoStencilMask ||
_interlacedStereoStencilWidth != getViewport()->width() ||
_interlacedStereoStencilHeight != getViewport()->height() )
{
getViewport()->apply(*state);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(getViewport()->x(), getViewport()->width(), getViewport()->y(), getViewport()->height(), -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glStencilMask(~0u);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, ~0u);
glPolygonStipple(patternHorzEven);
glEnable(GL_POLYGON_STIPPLE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glRecti(static_cast<GLint>(getViewport()->x()),
static_cast<GLint>(getViewport()->y()),
static_cast<GLint>(getViewport()->width()),
static_cast<GLint>(getViewport()->height()) );
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_POLYGON_STIPPLE);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
_redrawInterlacedStereoStencilMask = false;
_interlacedStereoStencilWidth = static_cast<int>(getViewport()->width());
_interlacedStereoStencilHeight = static_cast<int>(getViewport()->height());
}
_renderStageLeft->setClearMask(_renderStageLeft->getClearMask() & ~(GL_STENCIL_BUFFER_BIT));
_renderStageRight->setClearMask(_renderStageRight->getClearMask() & ~(GL_STENCIL_BUFFER_BIT|GL_COLOR_BUFFER_BIT));
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, 0, ~0u);
_renderStageLeft->draw(_renderInfo,previous);
glStencilFunc(GL_NOTEQUAL, 0, ~0u);
_renderStageRight->draw(_renderInfo,previous);
glDisable(GL_STENCIL_TEST);
}
break;
default:
{
osg::notify(osg::NOTICE)<<"Warning: stereo mode not implemented yet."<< std::endl;
}
break;
}
}
else
{
// Need to restore draw buffer when toggling Stereo off.
if( _camera->getDrawBuffer() != GL_NONE)
{
_renderStage->setDrawBuffer(_camera->getDrawBuffer());
_renderStage->setReadBuffer(_camera->getDrawBuffer());
}
if( _camera->getReadBuffer() != GL_NONE)
{
_renderStage->setReadBuffer(_camera->getReadBuffer());
}
_localStateSet->setAttribute(getViewport());
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStage->setColorMask(cmask);
// bog standard draw.
_renderStage->drawPreRenderStages(_renderInfo,previous);
_renderStage->draw(_renderInfo,previous);
}
// re apply the defalt OGL state.
state->popAllStateSets();
state->apply();
#if 0
if (_camera->getPostDrawCallback())
{
(*(_camera->getPostDrawCallback()))(*_camera);
}
#endif
if (state->getCheckForGLErrors()!=osg::State::NEVER_CHECK_GL_ERRORS)
{
GLenum errorNo = glGetError();
if (errorNo!=GL_NO_ERROR)
{
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"'"<< std::endl;
// go into debug mode of OGL error in a fine grained way to help
// track down OpenGL errors.
state->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
}
}
// osg::notify(osg::NOTICE)<<"SceneView draw() DynamicObjectCount"<<getState()->getDynamicObjectCount()<<std::endl;
}
/** Calculate, via glUnProject, the object coordinates of a window point.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. As per OpenGL
windows coordinates are calculated relative to the bottom left of the window.*/
bool SceneView::projectWindowIntoObject(const osg::Vec3& window,osg::Vec3& object) const
{
osg::Matrix inverseMVPW;
inverseMVPW.invert(computeMVPW());
object = window*inverseMVPW;
return true;
}
/** Calculate, via glUnProject, the object coordinates of a window x,y
when projected onto the near and far planes.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. As per OpenGL
windows coordinates are calculated relative to the bottom left of the window.*/
bool SceneView::projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const
{
osg::Matrix inverseMVPW;
inverseMVPW.invert(computeMVPW());
near_point = osg::Vec3(x,y,0.0f)*inverseMVPW;
far_point = osg::Vec3(x,y,1.0f)*inverseMVPW;
return true;
}
/** Calculate, via glProject, the object coordinates of a window.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. As per OpenGL
windows coordinates are calculated relative to the bottom left of the window.*/
bool SceneView::projectObjectIntoWindow(const osg::Vec3& object,osg::Vec3& window) const
{
window = object*computeMVPW();
return true;
}
const osg::Matrix SceneView::computeMVPW() const
{
osg::Matrix matrix( getViewMatrix() * getProjectionMatrix());
if (getViewport())
matrix.postMult(getViewport()->computeWindowMatrix());
else
osg::notify(osg::WARN)<<"osg::Matrix SceneView::computeMVPW() - error no viewport attached to SceneView, coords will be computed inccorectly."<<std::endl;
return matrix;
}
void SceneView::clearArea(int x,int y,int width,int height,const osg::Vec4& color)
{
osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport;
viewport->setViewport(x,y,width,height);
_renderInfo.getState()->applyAttribute(viewport.get());
glScissor( x, y, width, height );
glEnable( GL_SCISSOR_TEST );
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glClearColor( color[0], color[1], color[2], color[3]);
glClear( GL_COLOR_BUFFER_BIT);
glDisable( GL_SCISSOR_TEST );
}
void SceneView::setProjectionMatrixAsOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::ortho(left, right,
bottom, top,
zNear, zFar));
}
void SceneView::setProjectionMatrixAsOrtho2D(double left, double right,
double bottom, double top)
{
setProjectionMatrix(osg::Matrixd::ortho2D(left, right,
bottom, top));
}
void SceneView::setProjectionMatrixAsFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::frustum(left, right,
bottom, top,
zNear, zFar));
}
void SceneView::setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
double zNear, double zFar)
{
setProjectionMatrix(osg::Matrixd::perspective(fovy,aspectRatio,
zNear, zFar));
}
bool SceneView::getProjectionMatrixAsOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar) const
{
return getProjectionMatrix().getOrtho(left, right,
bottom, top,
zNear, zFar);
}
bool SceneView::getProjectionMatrixAsFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar) const
{
return getProjectionMatrix().getFrustum(left, right,
bottom, top,
zNear, zFar);
}
bool SceneView::getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
double& zNear, double& zFar) const
{
return getProjectionMatrix().getPerspective(fovy, aspectRatio, zNear, zFar);
}
void SceneView::setViewMatrixAsLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
{
setViewMatrix(osg::Matrixd::lookAt(eye,center,up));
}
void SceneView::getViewMatrixAsLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance) const
{
getViewMatrix().getLookAt(eye,center,up,lookDistance);
}
bool SceneView::getStats(Statistics& stats)
{
if (_displaySettings.valid() && _displaySettings->getStereo())
{
switch(_displaySettings->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER):
case(osg::DisplaySettings::ANAGLYPHIC):
case(osg::DisplaySettings::HORIZONTAL_SPLIT):
case(osg::DisplaySettings::VERTICAL_SPLIT):
case(osg::DisplaySettings::VERTICAL_INTERLACE):
case(osg::DisplaySettings::HORIZONTAL_INTERLACE):
{
bool resultLeft = _renderStageLeft->getStats(stats);
bool resultRight = _renderStageRight->getStats(stats);
return resultLeft && resultRight;
}
case(osg::DisplaySettings::RIGHT_EYE):
case(osg::DisplaySettings::LEFT_EYE):
default:
return _renderStage->getStats(stats);
}
}
else
{
return _renderStage->getStats(stats);
}
}