1005 lines
28 KiB
C++
1005 lines
28 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/Transform>
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#include <osg/Projection>
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#include <osg/Geode>
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#include <osg/LOD>
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#include <osg/Billboard>
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#include <osg/LightSource>
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#include <osg/ClipNode>
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#include <osg/OccluderNode>
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#include <osg/Notify>
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#include <osg/TexEnv>
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#include <osg/AlphaFunc>
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#include <osg/LineSegment>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/RenderToTextureStage>
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#include <osgDB/ReadFile>
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#include <float.h>
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#include <algorithm>
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#include <osg/Timer>
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using namespace osg;
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using namespace osgUtil;
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inline float MAX_F(float a, float b)
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{ return a>b?a:b; }
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inline int EQUAL_F(float a, float b)
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{ return a == b || fabsf(a-b) <= MAX_F(fabsf(a),fabsf(b))*1e-3f; }
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class PrintVisitor : public NodeVisitor
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{
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public:
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PrintVisitor():NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN)
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{
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_indent = 0;
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_step = 4;
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}
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inline void moveIn() { _indent += _step; }
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inline void moveOut() { _indent -= _step; }
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inline void writeIndent()
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{
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for(int i=0;i<_indent;++i) std::cout << " ";
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}
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virtual void apply(Node& node)
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{
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moveIn();
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writeIndent(); std::cout << node.className() <<std::endl;
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traverse(node);
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moveOut();
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}
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virtual void apply(Geode& node) { apply((Node&)node); }
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virtual void apply(Billboard& node) { apply((Geode&)node); }
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virtual void apply(LightSource& node) { apply((Group&)node); }
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virtual void apply(ClipNode& node) { apply((Group&)node); }
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virtual void apply(Group& node) { apply((Node&)node); }
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virtual void apply(Transform& node) { apply((Group&)node); }
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virtual void apply(Projection& node) { apply((Group&)node); }
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virtual void apply(Switch& node) { apply((Group&)node); }
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virtual void apply(LOD& node) { apply((Group&)node); }
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virtual void apply(Impostor& node) { apply((LOD&)node); }
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protected:
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int _indent;
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int _step;
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};
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CullVisitor::CullVisitor():
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NodeVisitor(CULL_VISITOR,TRAVERSE_ACTIVE_CHILDREN),
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_currentRenderGraph(NULL),
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_currentRenderBin(NULL),
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_computeNearFar(COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES),
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_nearFarRatio(0.0005f),
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_computed_znear(FLT_MAX),
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_computed_zfar(-FLT_MAX),
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_impostorActive(true),
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_depthSortImpostorSprites(false),
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_impostorPixelErrorThreshold(4.0f),
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_numFramesToKeepImpostorSprites(10),
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_currentReuseRenderLeafIndex(0)
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{
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_impostorSpriteManager = new ImpostorSpriteManager;
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}
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CullVisitor::~CullVisitor()
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{
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reset();
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}
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void CullVisitor::reset()
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{
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//
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// first unref all referenced objects and then empty the containers.
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//
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CullStack::reset();
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// reset the calculated near far planes.
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_computed_znear = FLT_MAX;
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_computed_zfar = -FLT_MAX;
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osg::Vec3 lookVector(0.0,0.0,-1.0);
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_bbCornerFar = (lookVector.x()>=0?1:0) |
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(lookVector.y()>=0?2:0) |
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(lookVector.z()>=0?4:0);
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_bbCornerNear = (~_bbCornerFar)&7;
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// reset the resuse lists.
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_currentReuseMatrixIndex = 0;
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_currentReuseRenderLeafIndex = 0;
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for(RenderLeafList::iterator itr=_reuseRenderLeafList.begin();
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itr!=_reuseRenderLeafList.end();
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++itr)
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{
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(*itr)->reset();
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}
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if (_impostorSpriteManager.valid()) _impostorSpriteManager->reset();
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}
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float CullVisitor::getDistanceToEyePoint(const Vec3& pos, bool withLODScale) const
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{
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if (withLODScale) return (pos-getEyeLocal()).length()*getLODScale();
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else return (pos-getEyeLocal()).length();
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}
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inline float distance(const osg::Vec3& coord,const osg::Matrix& matrix)
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{
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return -(coord[0]*matrix(0,2)+coord[1]*matrix(1,2)+coord[2]*matrix(2,2)+matrix(3,2));
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}
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float CullVisitor::getDistanceFromEyePoint(const osg::Vec3& pos, bool withLODScale) const
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{
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const Matrix& matrix = *_modelviewStack.back();
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float dist = distance(pos,matrix);
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if (withLODScale) return dist*getLODScale();
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else return dist;
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}
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void CullVisitor::popProjectionMatrix()
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{
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if (_computeNearFar && _computed_zfar>0.0f)
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{
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// adjust the projection matrix so that it encompases the local coords.
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// so it doesn't cull them out.
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osg::Matrix& projection = *_projectionStack.back();
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if (projection(0,3)==0.0f && projection(1,3)==0.0f && projection(2,3)==0.0f)
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{
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//cout << "Orthographic projection "<<projection<<endl;
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}
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else
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{
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//cout << "Perspective projection "<<projection<<endl;
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double desired_znear = _computed_znear *0.98f;
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double desired_zfar = _computed_zfar *1.02f;
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double min_near_plane = _computed_zfar*_nearFarRatio;
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if (desired_znear<min_near_plane) desired_znear=min_near_plane;
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// assign the clamped values back to the computed values.
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_computed_znear = desired_znear;
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_computed_zfar = desired_zfar;
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double trans_near_plane = (-desired_znear*projection(2,2)+projection(3,2))/(-desired_znear*projection(2,3)+projection(3,3));
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double trans_far_plane = (-desired_zfar*projection(2,2)+projection(3,2))/(-desired_zfar*projection(2,3)+projection(3,3));
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double ratio = fabs(2.0f/(trans_near_plane-trans_far_plane));
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double center = -(trans_near_plane+trans_far_plane)/2.0f;
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projection.postMult(osg::Matrix(1.0f,0.0f,0.0f,0.0f,
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0.0f,1.0f,0.0f,0.0f,
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0.0f,0.0f,ratio,0.0f,
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0.0f,0.0f,center*ratio,1.0f));
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}
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}
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CullStack::popProjectionMatrix();
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}
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void CullVisitor::updateCalculatedNearFar(const osg::Matrix& matrix,const osg::BoundingBox& bb)
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{
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float d_near = distance(bb.corner(_bbCornerNear),matrix);
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float d_far = distance(bb.corner(_bbCornerFar),matrix);
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if (d_near<=d_far)
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{
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if (d_near<_computed_znear) _computed_znear = d_near;
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if (d_far>_computed_zfar) _computed_zfar = d_far;
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}
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else
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{
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if ( !EQUAL_F(d_near, d_far) )
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{
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osg::notify(osg::WARN)<<"Warning: CullVisitor::updateCalculatedNearFar(.) near>far in range calculation,"<< std::endl;
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osg::notify(osg::WARN)<<" correcting by swapping values d_near="<<d_near<<" dfar="<<d_far<< std::endl;
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}
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// note, need to reverse the d_near/d_far association because they are
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// the wrong way around...
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if (d_far<_computed_znear) _computed_znear = d_far;
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if (d_near>_computed_zfar) _computed_zfar = d_near;
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}
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}
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void CullVisitor::updateCalculatedNearFar(const osg::Vec3& pos)
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{
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float d;
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if (!_modelviewStack.empty())
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{
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const osg::Matrix& matrix = *(_modelviewStack.back());
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d = distance(pos,matrix);
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}
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else
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{
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d = -pos.z();
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}
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if (d<_computed_znear) _computed_znear = d;
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if (d>_computed_zfar) _computed_zfar = d;
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}
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void CullVisitor::apply(Node& node)
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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handle_cull_callbacks_and_traverse(node);
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// pop the node's state off the geostate stack.
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if (node_state) popStateSet();
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// pop the culling mode.
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popCurrentMask();
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}
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void CullVisitor::apply(Geode& node)
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{
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if (isCulled(node)) return;
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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RefMatrix& matrix = getModelViewMatrix();
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for(unsigned int i=0;i<node.getNumDrawables();++i)
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{
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Drawable* drawable = node.getDrawable(i);
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const BoundingBox &bb =drawable->getBound();
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if( drawable->getCullCallback() )
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{
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if( drawable->getCullCallback()->cull( this, drawable, _state.valid()?_state.get():NULL ) == true )
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continue;
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}
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else
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{
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if (isCulled(bb)) continue;
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}
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if (_computeNearFar && bb.valid()) updateCalculatedNearFar(matrix,*drawable);
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// push the geoset's state on the geostate stack.
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StateSet* stateset = drawable->getStateSet();
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if (stateset) pushStateSet(stateset);
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if (bb.valid()) addDrawableAndDepth(drawable,&matrix,distance(bb.center(),matrix));
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else addDrawableAndDepth(drawable,&matrix,0.0f);
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if (stateset) popStateSet();
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}
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// pop the node's state off the geostate stack.
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if (node_state) popStateSet();
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}
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void CullVisitor::apply(Billboard& node)
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{
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if (isCulled(node)) return;
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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const Vec3& eye_local = getEyeLocal();
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const RefMatrix& modelview = getModelViewMatrix();
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for(unsigned int i=0;i<node.getNumDrawables();++i)
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{
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const Vec3& pos = node.getPos(i);
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Drawable* drawable = node.getDrawable(i);
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// need to modify isCulled to handle the billboard offset.
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// if (isCulled(drawable->getBound())) continue;
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RefMatrix* billboard_matrix = createOrReuseMatrix(modelview);
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node.getMatrix(*billboard_matrix,eye_local,pos);
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float d = distance(pos,modelview);
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if (_computeNearFar)
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{
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if (d<_computed_znear) _computed_znear = d;
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if (d>_computed_zfar) _computed_zfar = d;
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}
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StateSet* stateset = drawable->getStateSet();
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if (stateset) pushStateSet(stateset);
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addDrawableAndDepth(drawable,billboard_matrix,d);
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if (stateset) popStateSet();
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}
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// pop the node's state off the geostate stack.
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if (node_state) popStateSet();
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}
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void CullVisitor::apply(LightSource& node)
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{
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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StateAttribute* light = node.getLight();
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if (light)
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{
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if (node.getReferenceFrame()==osg::LightSource::RELATIVE_TO_PARENTS)
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{
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RefMatrix& matrix = getModelViewMatrix();
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addPositionedAttribute(&matrix,light);
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}
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else
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{
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// relative to absolute.
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addPositionedAttribute(0,light);
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}
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}
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handle_cull_callbacks_and_traverse(node);
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// pop the node's state off the geostate stack.
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if (node_state) popStateSet();
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}
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void CullVisitor::apply(ClipNode& node)
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{
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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RefMatrix& matrix = getModelViewMatrix();
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const ClipNode::ClipPlaneList& planes = node.getClipPlaneList();
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for(ClipNode::ClipPlaneList::const_iterator itr=planes.begin();
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itr!=planes.end();
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++itr)
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{
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addPositionedAttribute(&matrix,itr->get());
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}
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handle_cull_callbacks_and_traverse(node);
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// pop the node's state off the geostate stack.
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if (node_state) popStateSet();
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}
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void CullVisitor::apply(Group& node)
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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handle_cull_callbacks_and_traverse(node);
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// pop the node's state off the render graph stack.
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if (node_state) popStateSet();
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// pop the culling mode.
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popCurrentMask();
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}
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void CullVisitor::apply(Transform& node)
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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ref_ptr<RefMatrix> matrix = createOrReuseMatrix(getModelViewMatrix());
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node.getLocalToWorldMatrix(*matrix,this);
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pushModelViewMatrix(matrix.get());
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handle_cull_callbacks_and_traverse(node);
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popModelViewMatrix();
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// pop the node's state off the render graph stack.
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if (node_state) popStateSet();
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// pop the culling mode.
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popCurrentMask();
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}
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void CullVisitor::apply(Projection& node)
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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// record previous near and far values.
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float previous_znear = _computed_znear;
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float previous_zfar = _computed_zfar;
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_computed_znear = FLT_MAX;
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_computed_zfar = -FLT_MAX;
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ref_ptr<osg::RefMatrix> matrix = createOrReuseMatrix(node.getMatrix());
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pushProjectionMatrix(matrix.get());
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handle_cull_callbacks_and_traverse(node);
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popProjectionMatrix();
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_computed_znear = previous_znear;
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_computed_zfar = previous_zfar;
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// pop the node's state off the render graph stack.
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if (node_state) popStateSet();
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// pop the culling mode.
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popCurrentMask();
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}
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void CullVisitor::apply(Switch& node)
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{
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apply((Group&)node);
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}
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void CullVisitor::apply(LOD& node)
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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handle_cull_callbacks_and_traverse(node);
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// pop the node's state off the render graph stack.
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if (node_state) popStateSet();
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// pop the culling mode.
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popCurrentMask();
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}
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void CullVisitor::apply(osg::ClearNode& node)
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{
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// simply override the current earth sky.
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setClearNode(&node);
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// push the node's state.
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StateSet* node_state = node.getStateSet();
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if (node_state) pushStateSet(node_state);
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handle_cull_callbacks_and_traverse(node);
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// pop the node's state off the render graph stack.
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if (node_state) popStateSet();
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}
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void CullVisitor::apply(osg::OccluderNode& node)
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{
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// need to check if occlusion node is in the occluder
|
|
// list, if so disable the appropriate ShadowOccluderVolume
|
|
disableAndPushOccludersCurrentMask(_nodePath);
|
|
|
|
|
|
if (isCulled(node))
|
|
{
|
|
popOccludersCurrentMask(_nodePath);
|
|
return;
|
|
}
|
|
|
|
// push the culling mode.
|
|
pushCurrentMask();
|
|
|
|
// push the node's state.
|
|
StateSet* node_state = node.getStateSet();
|
|
if (node_state) pushStateSet(node_state);
|
|
|
|
|
|
|
|
handle_cull_callbacks_and_traverse(node);
|
|
|
|
// pop the node's state off the render graph stack.
|
|
if (node_state) popStateSet();
|
|
|
|
// pop the culling mode.
|
|
popCurrentMask();
|
|
|
|
// pop the current mask for the disabled occluder
|
|
popOccludersCurrentMask(_nodePath);
|
|
}
|
|
|
|
|
|
|
|
void CullVisitor::apply(Impostor& node)
|
|
{
|
|
|
|
if (isCulled(node)) return;
|
|
|
|
osg::Vec3 eyeLocal = getEyeLocal();
|
|
|
|
// push the culling mode.
|
|
pushCurrentMask();
|
|
|
|
// push the node's state.
|
|
StateSet* node_state = node.getStateSet();
|
|
if (node_state) pushStateSet(node_state);
|
|
|
|
const BoundingSphere& bs = node.getBound();
|
|
|
|
unsigned int contextID = 0;
|
|
if (_state.valid()) contextID = _state->getContextID();
|
|
|
|
float distance2 = (eyeLocal-bs.center()).length2();
|
|
if (!_impostorActive ||
|
|
distance2*_LODScale*_LODScale<node.getImpostorThreshold2() ||
|
|
distance2<bs.radius2()*2.0f)
|
|
{
|
|
// outwith the impostor distance threshold therefore simple
|
|
// traverse the appropriate child of the LOD.
|
|
handle_cull_callbacks_and_traverse(node);
|
|
}
|
|
else if (_viewportStack.empty())
|
|
{
|
|
// need to use impostor but no valid viewport is defined to simply
|
|
// default to using the LOD child as above.
|
|
handle_cull_callbacks_and_traverse(node);
|
|
}
|
|
else
|
|
{
|
|
|
|
// within the impostor distance threshold therefore attempt
|
|
// to use impostor instead.
|
|
|
|
RefMatrix& matrix = getModelViewMatrix();
|
|
|
|
// search for the best fit ImpostorSprite;
|
|
ImpostorSprite* impostorSprite = node.findBestImpostorSprite(contextID,eyeLocal);
|
|
|
|
if (impostorSprite)
|
|
{
|
|
// impostor found, now check to see if it is good enough to use
|
|
float error = impostorSprite->calcPixelError(getMVPW());
|
|
|
|
if (error>_impostorPixelErrorThreshold)
|
|
{
|
|
// chosen impostor sprite pixel error is too great to use
|
|
// from this eye point, therefore invalidate it.
|
|
impostorSprite=NULL;
|
|
}
|
|
}
|
|
|
|
|
|
// need to think about sprite reuse and support for multiple context's.
|
|
|
|
if (impostorSprite==NULL)
|
|
{
|
|
// no appropriate sprite has been found therefore need to create
|
|
// one for use.
|
|
|
|
// create the impostor sprite.
|
|
impostorSprite = createImpostorSprite(node);
|
|
|
|
//if (impostorSprite) impostorSprite->_color.set(0.0f,0.0f,1.0f,1.0f);
|
|
|
|
}
|
|
//else impostorSprite->_color.set(1.0f,1.0f,1.0f,1.0f);
|
|
|
|
if (impostorSprite)
|
|
{
|
|
|
|
// update frame number to show that impostor is in action.
|
|
impostorSprite->setLastFrameUsed(getTraversalNumber());
|
|
|
|
if (_computeNearFar) updateCalculatedNearFar(matrix,*impostorSprite);
|
|
|
|
StateSet* stateset = impostorSprite->getStateSet();
|
|
|
|
if (stateset) pushStateSet(stateset);
|
|
|
|
addDrawableAndDepth(impostorSprite,&matrix,distance(node.getCenter(),matrix));
|
|
|
|
if (stateset) popStateSet();
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
// no impostor has been selected or created so default to
|
|
// traversing the usual LOD selected child.
|
|
handle_cull_callbacks_and_traverse(node);
|
|
}
|
|
|
|
}
|
|
|
|
// pop the node's state off the render graph stack.
|
|
if (node_state) popStateSet();
|
|
|
|
// pop the culling mode.
|
|
popCurrentMask();
|
|
}
|
|
|
|
ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
|
|
{
|
|
|
|
unsigned int contextID = 0;
|
|
if (_state.valid()) contextID = _state->getContextID();
|
|
|
|
// default to true right now, will dertermine if perspective from the
|
|
// projection matrix...
|
|
bool isPerspectiveProjection = true;
|
|
|
|
const Matrix& matrix = getModelViewMatrix();
|
|
const BoundingSphere& bs = node.getBound();
|
|
osg::Vec3 eye_local = getEyeLocal();
|
|
|
|
if (!bs.valid())
|
|
{
|
|
osg::notify(osg::WARN) << "bb invalid"<<&node<<std::endl;
|
|
return NULL;
|
|
}
|
|
|
|
|
|
Vec3 eye_world(0.0,0.0,0.0);
|
|
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.
|
|
ref_ptr<RenderToTextureStage> rtts = new RenderToTextureStage;
|
|
|
|
// set up lighting.
|
|
// currently ignore lights in the scene graph itself..
|
|
// will do later.
|
|
RenderStage* previous_stage = _currentRenderBin->_stage;
|
|
|
|
// set up the background color and clear mask.
|
|
osg::Vec4 clear_color = previous_stage->getClearColor();
|
|
clear_color[3] = 0.0f; // set the alpha to zero.
|
|
rtts->setClearColor(clear_color);
|
|
rtts->setClearMask(previous_stage->getClearMask());
|
|
|
|
// set up to charge the same RenderStageLighting is the parent previous stage.
|
|
rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
|
|
|
|
|
|
// record the render bin, to be restored after creation
|
|
// of the render to text
|
|
RenderBin* previousRenderBin = _currentRenderBin;
|
|
|
|
// set the current renderbin to be the newly created stage.
|
|
_currentRenderBin = rtts.get();
|
|
|
|
// create quad coords (in local coords)
|
|
|
|
Vec3 center_local = bs.center();
|
|
Vec3 camera_up_local = getUpLocal();
|
|
Vec3 lv_local = center_local-eye_local;
|
|
|
|
float distance_local = lv_local.length();
|
|
lv_local /= distance_local;
|
|
|
|
Vec3 sv_local = lv_local^camera_up_local;
|
|
sv_local.normalize();
|
|
|
|
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.
|
|
Vec3 c00(center_local - sv_local - up_local);
|
|
Vec3 c10(center_local + sv_local - up_local);
|
|
Vec3 c01(center_local - sv_local + up_local);
|
|
Vec3 c11(center_local + sv_local + up_local);
|
|
|
|
// adjust camera left,right,up,down to fit (in world coords)
|
|
|
|
Vec3 near_local ( center_local-lv_local*width );
|
|
Vec3 far_local ( center_local+lv_local*width );
|
|
Vec3 top_local ( center_local+up_local);
|
|
Vec3 right_local ( center_local+sv_local);
|
|
|
|
Vec3 near_world = near_local * matrix;
|
|
Vec3 far_world = far_local * matrix;
|
|
Vec3 top_world = top_local * matrix;
|
|
Vec3 right_world = right_local * matrix;
|
|
|
|
float znear = (near_world-eye_world).length();
|
|
float zfar = (far_world-eye_world).length();
|
|
|
|
float top = (top_world-center_world).length();
|
|
float right = (right_world-center_world).length();
|
|
|
|
znear *= 0.9f;
|
|
zfar *= 1.1f;
|
|
|
|
// set up projection.
|
|
osg::RefMatrix* projection = new osg::RefMatrix;
|
|
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);
|
|
}
|
|
|
|
pushProjectionMatrix(projection);
|
|
|
|
Vec3 rotate_from = bs.center()-eye_local;
|
|
Vec3 rotate_to = getLookVectorLocal();
|
|
|
|
osg::RefMatrix* rotate_matrix = new osg::RefMatrix(
|
|
osg::Matrix::translate(-eye_local)*
|
|
osg::Matrix::rotate(rotate_from,rotate_to)*
|
|
osg::Matrix::translate(eye_local)*
|
|
getModelViewMatrix());
|
|
|
|
// pushing the cull view state will update it so it takes
|
|
// into account the new camera orientation.
|
|
pushModelViewMatrix(rotate_matrix);
|
|
|
|
StateSet* localPreRenderState = _impostorSpriteManager->createOrReuseStateSet();
|
|
|
|
pushStateSet(localPreRenderState);
|
|
|
|
{
|
|
|
|
// traversing the usual LOD selected child.
|
|
handle_cull_callbacks_and_traverse(node);
|
|
|
|
}
|
|
|
|
popStateSet();
|
|
|
|
// restore the previous model view matrix.
|
|
popModelViewMatrix();
|
|
|
|
// restore the previous model view matrix.
|
|
popProjectionMatrix();
|
|
|
|
// restore the previous renderbin.
|
|
_currentRenderBin = previousRenderBin;
|
|
|
|
|
|
|
|
if (rtts->_renderGraphList.size()==0 && rtts->_bins.size()==0)
|
|
{
|
|
// getting to this point means that all the subgraph has been
|
|
// culled by small feature culling or is beyond LOD ranges.
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
|
|
const osg::Viewport& viewport = *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 = getMVPW();
|
|
Vec3 c00_win = c00 * MVPW;
|
|
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
|
|
// other windows, which can cause image/reading writing problems.
|
|
int center_x = viewport.x()+viewport.width()/2;
|
|
int center_y = viewport.y()+viewport.height()/2;
|
|
|
|
Viewport* new_viewport = new Viewport;
|
|
new_viewport->setViewport(center_x-new_s/2,center_y-new_t/2,new_s,new_t);
|
|
rtts->setViewport(new_viewport);
|
|
|
|
localPreRenderState->setAttribute(new_viewport);
|
|
|
|
// create the impostor sprite.
|
|
ImpostorSprite* impostorSprite =
|
|
_impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,getTraversalNumber()-_numFramesToKeepImpostorSprites);
|
|
|
|
if (impostorSprite==NULL)
|
|
{
|
|
osg::notify(osg::WARN)<<"Warning: unable to create required impostor sprite."<<std::endl;
|
|
return NULL;
|
|
}
|
|
|
|
// update frame number to show that impostor is in action.
|
|
impostorSprite->setLastFrameUsed(getTraversalNumber());
|
|
|
|
|
|
// have successfully created an impostor sprite so now need to
|
|
// add it into the impostor.
|
|
node.addImpostorSprite(contextID,impostorSprite);
|
|
|
|
if (_depthSortImpostorSprites)
|
|
{
|
|
// the depth sort bin should probably be user definable,
|
|
// will look into this later. RO July 2001.
|
|
StateSet* stateset = impostorSprite->getStateSet();
|
|
stateset->setRenderBinDetails(10,"DepthSortedBin");
|
|
}
|
|
|
|
Texture2D* texture = impostorSprite->getTexture();
|
|
|
|
// update frame number to show that impostor is in action.
|
|
impostorSprite->setLastFrameUsed(getTraversalNumber());
|
|
|
|
Vec3* coords = impostorSprite->getCoords();
|
|
Vec2* texcoords = impostorSprite->getTexCoords();
|
|
|
|
coords[0] = c01;
|
|
texcoords[0].set(0.0f,1.0f);
|
|
|
|
coords[1] = c00;
|
|
texcoords[1].set(0.0f,0.0f);
|
|
|
|
coords[2] = c10;
|
|
texcoords[2].set(1.0f,0.0f);
|
|
|
|
coords[3] = c11;
|
|
texcoords[3].set(1.0f,1.0f);
|
|
|
|
impostorSprite->dirtyBound();
|
|
|
|
Vec3* controlcoords = impostorSprite->getControlCoords();
|
|
|
|
if (isPerspectiveProjection)
|
|
{
|
|
// deal with projection issue by moving the coorners of the quad
|
|
// towards the eye point.
|
|
float ratio = width/(center_local-eye_local).length();
|
|
float one_minus_ratio = 1.0f-ratio;
|
|
Vec3 eye_local_ratio = eye_local*ratio;
|
|
|
|
controlcoords[0] = coords[0]*one_minus_ratio + eye_local_ratio;
|
|
controlcoords[1] = coords[1]*one_minus_ratio + eye_local_ratio;
|
|
controlcoords[2] = coords[2]*one_minus_ratio + eye_local_ratio;
|
|
controlcoords[3] = coords[3]*one_minus_ratio + eye_local_ratio;
|
|
}
|
|
else
|
|
{
|
|
// project the control points forward towards the eyepoint,
|
|
// but since this an othographics projection this projection is
|
|
// parallel.
|
|
Vec3 dv = lv_local*width;
|
|
|
|
controlcoords[0] = coords[0]-dv;
|
|
controlcoords[1] = coords[1]-dv;
|
|
controlcoords[2] = coords[2]-dv;
|
|
controlcoords[3] = coords[3]-dv;
|
|
}
|
|
|
|
impostorSprite->setStoredLocalEyePoint(eye_local);
|
|
|
|
|
|
// and the render to texture stage to the current stages
|
|
// dependancy list.
|
|
_currentRenderBin->_stage->addToDependencyList(rtts.get());
|
|
|
|
// attach texture to the RenderToTextureStage.
|
|
rtts->setTexture(texture);
|
|
|
|
// must sort the RenderToTextureStage so that all leaves are
|
|
// accounted correctly in all renderbins i.e depth sorted bins.
|
|
rtts->sort();
|
|
|
|
return impostorSprite;
|
|
|
|
}
|