Files
OpenSceneGraph/src/osg/CullingSet.cpp
Robert Osfield 1e508d432b Added SmokeTrailEffect which renders created particles as single quad or line
strip, in the case of the quad strip the strip is aligned to the be orthogonal with
the eye point.
2005-10-12 18:42:36 +00:00

100 lines
3.7 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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 <osg/CullingSet>
using namespace osg;
CullingSet::CullingSet()
{
_mask = ENABLE_ALL_CULLING;
_pixelSizeVector.set(0,0,0,1);
_smallFeatureCullingPixelSize=1.0f;
}
CullingSet::~CullingSet()
{
}
void CullingSet::disableAndPushOccludersCurrentMask(NodePath& nodePath)
{
for(OccluderList::iterator itr=_occluderList.begin();
itr!=_occluderList.end();
++itr)
{
//std::cout<<" checking against ";PrintNodePath(itr->getNodePath());std::cout<<std::endl;
if (itr->getNodePath()==nodePath)
{
//std::cout<<" ++ disabling occluder "<<itr<<std::endl;
// we have trapped for the case an occlude potentially occluding itself,
// to prevent this we disable the results mask so that no subsequnt
// when the next pushCurrentMask calls happens this occluder is switched off.
itr->disableResultMasks();
itr->pushCurrentMask();
}
}
}
void CullingSet::popOccludersCurrentMask(NodePath& nodePath)
{
//std::cout<<" trying to pop occluder ";PrintNodePath(nodePath);std::cout<<std::endl;
for(OccluderList::iterator itr=_occluderList.begin();
itr!=_occluderList.end();
++itr)
{
//std::cout<<" checking against ";PrintNodePath(itr->getNodePath());std::cout<<std::endl;
if (itr->getNodePath()==nodePath)
{
//std::cout<<" popping occluder "<<itr<<std::endl;
// we have trapped for the case an occlude potentially occluding itself,
// to prevent this we disable the results mask so that no subsequnt
// when the next pushCurrentMask calls happens this occluder is switched off.
itr->popCurrentMask();
}
}
}
osg::Vec4 CullingSet::computePixelSizeVector(const Viewport& W, const Matrix& P, const Matrix& M)
{
// pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix.
// here we do it in short hand with the knowledge of how the window matrix is formed
// note P23,P33 are multiplied by an implicit 1 which would come from the window matrix.
// Robert Osfield, June 2002.
// scaling for horizontal pixels
float P00 = P(0,0)*W.width()*0.5f;
float P20_00 = P(2,0)*W.width()*0.5f + P(2,3)*W.width()*0.5f;
osg::Vec3 scale_00(M(0,0)*P00 + M(0,2)*P20_00,
M(1,0)*P00 + M(1,2)*P20_00,
M(2,0)*P00 + M(2,2)*P20_00);
// scaling for vertical pixels
float P10 = P(1,1)*W.height()*0.5f;
float P20_10 = P(2,1)*W.height()*0.5f + P(2,3)*W.height()*0.5f;
osg::Vec3 scale_10(M(0,1)*P10 + M(0,2)*P20_10,
M(1,1)*P10 + M(1,2)*P20_10,
M(2,1)*P10 + M(2,2)*P20_10);
float P23 = P(2,3);
float P33 = P(3,3);
osg::Vec4 pixelSizeVector(M(0,2)*P23,
M(1,2)*P23,
M(2,2)*P23,
M(3,2)*P23 + M(3,3)*P33);
float scaleRatio = 0.7071067811f/sqrtf(scale_00.length2()+scale_10.length2());
pixelSizeVector *= scaleRatio;
return pixelSizeVector;
}