1064 lines
39 KiB
C++
1064 lines
39 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 <osgUtil/SceneView>
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#include <osgUtil/UpdateVisitor>
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#include <osgUtil/DisplayListVisitor>
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#include <osg/Timer>
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#include <osg/Notify>
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#include <osg/Texture>
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#include <osg/VertexProgram>
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#include <osg/FragmentProgram>
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#include <osg/AlphaFunc>
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#include <osg/TexEnv>
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#include <osg/ColorMatrix>
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#include <osg/LightModel>
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#include <osg/CollectOccludersVisitor>
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#include <osg/GLU>
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using namespace osg;
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using namespace osgUtil;
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SceneView::SceneView(DisplaySettings* ds)
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{
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_displaySettings = ds;
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_clearColor.set(0.2f, 0.2f, 0.4f, 1.0f);
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_fusionDistanceMode = PROPORTIONAL_TO_SCREEN_DISTANCE;
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_fusionDistanceValue = 1.0f;
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_lightingMode=NO_SCENEVIEW_LIGHT;
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_prioritizeTextures = false;
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_viewport = new Viewport;
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_initCalled = false;
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_drawBufferValue = GL_BACK;
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_requiresFlush = true;
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}
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SceneView::~SceneView()
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{
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}
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void SceneView::setDefaults()
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{
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// CullSettings::setDefaults();
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_projectionMatrix.makePerspective(50.0f,1.4f,1.0f,10000.0f);
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_viewMatrix.makeIdentity();
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_globalStateSet = new osg::StateSet;
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_lightingMode=HEADLIGHT;
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_light = new osg::Light;
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_light->setLightNum(0);
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_light->setAmbient(Vec4(0.00f,0.0f,0.00f,1.0f));
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_light->setDiffuse(Vec4(0.8f,0.8f,0.8f,1.0f));
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_light->setSpecular(Vec4(1.0f,1.0f,1.0f,1.0f));
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_state = new State;
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_rendergraph = new RenderGraph;
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_renderStage = new RenderStage;
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DisplayListVisitor::Mode dlvMode = DisplayListVisitor::COMPILE_DISPLAY_LISTS|DisplayListVisitor::COMPILE_STATE_ATTRIBUTES;
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#ifdef __sgi
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dlvMode = DisplayListVisitor::COMPILE_STATE_ATTRIBUTES;
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#endif
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// sgi's IR graphics has a problem with lighting and display lists, as it seems to store
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// lighting state with the display list, and the display list visitor doesn't currently apply
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// state before creating display lists. So will disable the init visitor default, this won't
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// affect functionality since the display lists will be created as and when needed.
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DisplayListVisitor* dlv = new DisplayListVisitor(dlvMode);
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dlv->setNodeMaskOverride(0xffffffff);
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_initVisitor = dlv;
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_updateVisitor = new UpdateVisitor;
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_cullVisitor = new CullVisitor;
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_cullVisitor->setRenderGraph(_rendergraph.get());
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_cullVisitor->setRenderStage(_renderStage.get());
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_globalStateSet->setGlobalDefaults();
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// enable lighting by default.
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_globalStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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_globalStateSet->setAssociatedModes(_light.get(),osg::StateAttribute::ON);
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// enable depth testing by default.
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_globalStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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// set up an alphafunc by default to speed up blending operations.
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osg::AlphaFunc* alphafunc = new osg::AlphaFunc;
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alphafunc->setFunction(osg::AlphaFunc::GREATER,0.0f);
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_globalStateSet->setAttributeAndModes(alphafunc, osg::StateAttribute::ON);
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// set up an texture environment by default to speed up blending operations.
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osg::TexEnv* texenv = new osg::TexEnv;
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texenv->setMode(osg::TexEnv::MODULATE);
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_globalStateSet->setTextureAttributeAndModes(0,texenv, osg::StateAttribute::ON);
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osg::LightModel* lightmodel = new osg::LightModel;
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lightmodel->setAmbientIntensity(osg::Vec4(0.1f,0.1f,0.1f,1.0f));
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_globalStateSet->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
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_clearColor.set(0.2f, 0.2f, 0.4f, 1.0f);
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}
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void SceneView::init()
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{
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_initCalled = true;
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if (_sceneData.valid() && _initVisitor.valid())
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{
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_initVisitor->reset();
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_initVisitor->setFrameStamp(_frameStamp.get());
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DisplayListVisitor* dlv = dynamic_cast<DisplayListVisitor*>(_initVisitor.get());
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if (dlv) dlv->setState(_state.get());
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if (_frameStamp.valid())
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{
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_initVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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_sceneData->accept(*_initVisitor.get());
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}
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}
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void SceneView::update()
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{
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if (!_initCalled) init();
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if (_sceneData.valid() && _updateVisitor.valid())
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{
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_updateVisitor->reset();
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_updateVisitor->setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
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if (_frameStamp.valid())
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{
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_updateVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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_sceneData->accept(*_updateVisitor.get());
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// now force a recompute of the bounding volume while we are still in
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// the read/write app phase, this should prevent the need to recompute
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// the bounding volumes from within the cull traversal which may be
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// multi-threaded.
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_sceneData->getBound();
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}
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}
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osg::Matrixd SceneView::computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const
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{
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double fusionDistance = _displaySettings->getScreenDistance();
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switch(_fusionDistanceMode)
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{
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case(USE_FUSION_DISTANCE_VALUE):
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fusionDistance = _fusionDistanceValue;
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break;
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case(PROPORTIONAL_TO_SCREEN_DISTANCE):
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fusionDistance *= _fusionDistanceValue;
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break;
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}
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double iod = _displaySettings->getEyeSeparation();
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double sd = _displaySettings->getScreenDistance();
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double scale_x = 1.0;
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double scale_y = 1.0;
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if (_displaySettings->getSplitStereoAutoAjustAspectRatio())
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{
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switch(_displaySettings->getStereoMode())
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{
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case(osg::DisplaySettings::HORIZONTAL_SPLIT):
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scale_x = 2.0;
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break;
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case(osg::DisplaySettings::VERTICAL_SPLIT):
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scale_y = 2.0;
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break;
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default:
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break;
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}
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}
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if (_displaySettings->getDisplayType()==osg::DisplaySettings::HEAD_MOUNTED_DISPLAY)
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{
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// head mounted display has the same projection matrix for left and right eyes.
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return osg::Matrixd::scale(scale_x,scale_y,1.0) *
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projection;
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}
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else
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{
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// all other display types assume working like a projected power wall
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// need to shjear projection matrix to account for asymetric frustum due to eye offset.
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return osg::Matrixd(1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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iod/(2.0*sd),0.0,1.0,0.0,
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0.0,0.0,0.0,1.0) *
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osg::Matrixd::scale(scale_x,scale_y,1.0) *
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projection;
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}
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}
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osg::Matrixd SceneView::computeLeftEyeViewImplementation(const osg::Matrixd& view) const
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{
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double fusionDistance = _displaySettings->getScreenDistance();
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switch(_fusionDistanceMode)
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{
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case(USE_FUSION_DISTANCE_VALUE):
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fusionDistance = _fusionDistanceValue;
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break;
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case(PROPORTIONAL_TO_SCREEN_DISTANCE):
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fusionDistance *= _fusionDistanceValue;
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break;
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}
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double iod = _displaySettings->getEyeSeparation();
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double sd = _displaySettings->getScreenDistance();
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double es = 0.5f*iod*(fusionDistance/sd);
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return view *
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osg::Matrixd(1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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0.0,0.0,1.0,0.0,
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es,0.0,0.0,1.0);
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}
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osg::Matrixd SceneView::computeRightEyeProjectionImplementation(const osg::Matrixd& projection) const
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{
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double fusionDistance = _displaySettings->getScreenDistance();
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switch(_fusionDistanceMode)
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{
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case(USE_FUSION_DISTANCE_VALUE):
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fusionDistance = _fusionDistanceValue;
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break;
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case(PROPORTIONAL_TO_SCREEN_DISTANCE):
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fusionDistance *= _fusionDistanceValue;
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break;
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}
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double iod = _displaySettings->getEyeSeparation();
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double sd = _displaySettings->getScreenDistance();
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double scale_x = 1.0;
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double scale_y = 1.0;
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if (_displaySettings->getSplitStereoAutoAjustAspectRatio())
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{
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switch(_displaySettings->getStereoMode())
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{
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case(osg::DisplaySettings::HORIZONTAL_SPLIT):
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scale_x = 2.0;
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break;
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case(osg::DisplaySettings::VERTICAL_SPLIT):
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scale_y = 2.0;
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break;
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default:
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break;
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}
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}
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if (_displaySettings->getDisplayType()==osg::DisplaySettings::HEAD_MOUNTED_DISPLAY)
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{
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// head mounted display has the same projection matrix for left and right eyes.
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return osg::Matrixd::scale(scale_x,scale_y,1.0) *
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projection;
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}
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else
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{
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// all other display types assume working like a projected power wall
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// need to shjear projection matrix to account for asymetric frustum due to eye offset.
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return osg::Matrixd(1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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-iod/(2.0*sd),0.0,1.0,0.0,
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0.0,0.0,0.0,1.0) *
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osg::Matrixd::scale(scale_x,scale_y,1.0) *
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projection;
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}
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}
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osg::Matrixd SceneView::computeRightEyeViewImplementation(const osg::Matrixd& view) const
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{
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float fusionDistance = _displaySettings->getScreenDistance();
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switch(_fusionDistanceMode)
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{
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case(USE_FUSION_DISTANCE_VALUE):
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fusionDistance = _fusionDistanceValue;
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break;
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case(PROPORTIONAL_TO_SCREEN_DISTANCE):
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fusionDistance *= _fusionDistanceValue;
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break;
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}
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double iod = _displaySettings->getEyeSeparation();
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double sd = _displaySettings->getScreenDistance();
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double es = 0.5*iod*(fusionDistance/sd);
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return view *
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osg::Matrixd(1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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0.0,0.0,1.0,0.0,
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-es,0.0,0.0,1.0);
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}
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void SceneView::cull()
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{
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if (!_state)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView::_state attached, creating a default state automatically."<< std::endl;
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// note the constructor for osg::State will set ContextID to 0 which will be fine to single context graphics
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// applications which is ok for most apps, but not multiple context/pipe applications.
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_state = new osg::State;
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}
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if (!_localStateSet)
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{
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_localStateSet = new osg::StateSet;
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}
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// we in theory should be able to be able to bypass reset, but we'll call it just incase.
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//_state->reset();
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_state->setFrameStamp(_frameStamp.get());
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_state->setDisplaySettings(_displaySettings.get());
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if (!_cullVisitor)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView:: attached, creating a default CullVisitor automatically."<< std::endl;
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_cullVisitor = new CullVisitor;
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}
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if (!_rendergraph)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView:: attached, creating a global default RenderGraph automatically."<< std::endl;
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_rendergraph = new RenderGraph;
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}
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if (!_renderStage)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView::_renderStage attached, creating a default RenderStage automatically."<< std::endl;
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_renderStage = new RenderStage;
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}
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if (_displaySettings.valid() && _displaySettings->getStereo())
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{
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if (_displaySettings->getStereoMode()==osg::DisplaySettings::LEFT_EYE)
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{
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// set up the left eye.
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_cullVisitor->setTraversalMask(_cullMaskLeft);
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cullStage(computeLeftEyeProjection(_projectionMatrix),computeLeftEyeView(_viewMatrix),_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
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if (_cullVisitor->getComputeNearFarMode()!=osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR)
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{
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CullVisitor::value_type zNear = _cullVisitor->getCalculatedNearPlane();
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CullVisitor::value_type zFar = _cullVisitor->getCalculatedFarPlane();
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_cullVisitor->clampProjectionMatrix(_projectionMatrix,zNear,zFar);
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}
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}
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else if (_displaySettings->getStereoMode()==osg::DisplaySettings::RIGHT_EYE)
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{
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// set up the right eye.
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_cullVisitor->setTraversalMask(_cullMaskRight);
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cullStage(computeRightEyeProjection(_projectionMatrix),computeRightEyeView(_viewMatrix),_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
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if (_cullVisitor->getComputeNearFarMode()!=osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR)
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{
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CullVisitor::value_type zNear = _cullVisitor->getCalculatedNearPlane();
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CullVisitor::value_type zFar = _cullVisitor->getCalculatedFarPlane();
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_cullVisitor->clampProjectionMatrix(_projectionMatrix,zNear,zFar);
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}
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}
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else
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{
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if (!_cullVisitorLeft.valid()) _cullVisitorLeft = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
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if (!_rendergraphLeft.valid()) _rendergraphLeft = dynamic_cast<RenderGraph*>(_rendergraph->cloneType());
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if (!_renderStageLeft.valid()) _renderStageLeft = dynamic_cast<RenderStage*>(_renderStage->clone(osg::CopyOp::DEEP_COPY_ALL));
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if (!_cullVisitorRight.valid()) _cullVisitorRight = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
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if (!_rendergraphRight.valid()) _rendergraphRight = dynamic_cast<RenderGraph*>(_rendergraph->cloneType());
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if (!_renderStageRight.valid()) _renderStageRight = dynamic_cast<RenderStage*>(_renderStage->clone(osg::CopyOp::DEEP_COPY_ALL));
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_cullVisitorLeft->setDatabaseRequestHandler(_cullVisitor->getDatabaseRequestHandler());
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_cullVisitorLeft->setClampProjectionMatrixCallback(_cullVisitor->getClampProjectionMatrixCallback());
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_cullVisitorLeft->setTraversalMask(_cullMaskLeft);
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cullStage(computeLeftEyeProjection(_projectionMatrix),computeLeftEyeView(_viewMatrix),_cullVisitorLeft.get(),_rendergraphLeft.get(),_renderStageLeft.get());
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// set up the right eye.
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_cullVisitorRight->setDatabaseRequestHandler(_cullVisitor->getDatabaseRequestHandler());
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_cullVisitorRight->setClampProjectionMatrixCallback(_cullVisitor->getClampProjectionMatrixCallback());
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_cullVisitorRight->setTraversalMask(_cullMaskRight);
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cullStage(computeRightEyeProjection(_projectionMatrix),computeRightEyeView(_viewMatrix),_cullVisitorRight.get(),_rendergraphRight.get(),_renderStageRight.get());
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if (_cullVisitorLeft->getComputeNearFarMode()!=osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR &&
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_cullVisitorRight->getComputeNearFarMode()!=osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR)
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{
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CullVisitor::value_type zNear = osg::minimum(_cullVisitorLeft->getCalculatedNearPlane(),_cullVisitorRight->getCalculatedNearPlane());
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CullVisitor::value_type zFar = osg::maximum(_cullVisitorLeft->getCalculatedFarPlane(),_cullVisitorRight->getCalculatedFarPlane());
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_cullVisitor->clampProjectionMatrix(_projectionMatrix,zNear,zFar);
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}
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}
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}
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else
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{
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_cullVisitor->setTraversalMask(_cullMask);
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cullStage(_projectionMatrix,_viewMatrix,_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
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if (_cullVisitor->getComputeNearFarMode()!=osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR)
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{
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CullVisitor::value_type zNear = _cullVisitor->getCalculatedNearPlane();
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CullVisitor::value_type zFar = _cullVisitor->getCalculatedFarPlane();
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_cullVisitor->clampProjectionMatrix(_projectionMatrix,zNear,zFar);
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}
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}
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}
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void SceneView::cullStage(const osg::Matrixd& projection,const osg::Matrixd& modelview,osgUtil::CullVisitor* cullVisitor, osgUtil::RenderGraph* rendergraph, osgUtil::RenderStage* renderStage)
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{
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if (!_sceneData || !_viewport->valid()) return;
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if (!_initCalled) init();
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osg::ref_ptr<RefMatrix> proj = new osg::RefMatrix(projection);
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osg::ref_ptr<RefMatrix> mv = new osg::RefMatrix(modelview);
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// collect any occluder in the view frustum.
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if (_sceneData->containsOccluderNodes())
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{
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//std::cout << "Scene graph contains occluder nodes, searching for them"<<std::endl;
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if (!_collectOccludersVisistor) _collectOccludersVisistor = new osg::CollectOccludersVisitor;
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_collectOccludersVisistor->setCullSettings(*this);
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_collectOccludersVisistor->reset();
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_collectOccludersVisistor->setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
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if (_frameStamp.valid())
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|
{
|
|
_collectOccludersVisistor->setTraversalNumber(_frameStamp->getFrameNumber());
|
|
}
|
|
|
|
_collectOccludersVisistor->pushViewport(_viewport.get());
|
|
_collectOccludersVisistor->pushProjectionMatrix(proj.get());
|
|
_collectOccludersVisistor->pushModelViewMatrix(mv.get());
|
|
|
|
// traverse the scene graph to search for occluder in there new positions.
|
|
_sceneData->accept(*_collectOccludersVisistor);
|
|
|
|
_collectOccludersVisistor->popModelViewMatrix();
|
|
_collectOccludersVisistor->popProjectionMatrix();
|
|
_collectOccludersVisistor->popViewport();
|
|
|
|
// sort the occluder from largest occluder volume to smallest.
|
|
_collectOccludersVisistor->removeOccludedOccluders();
|
|
|
|
|
|
osg::notify(osg::INFO) << "finished searching for occluder - found "<<_collectOccludersVisistor->getCollectedOccluderSet().size()<<std::endl;
|
|
|
|
cullVisitor->getOccluderList().clear();
|
|
std::copy(_collectOccludersVisistor->getCollectedOccluderSet().begin(),_collectOccludersVisistor->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->setCullSettings(*this);
|
|
|
|
cullVisitor->setClearNode(NULL); // reset earth sky on each frame.
|
|
|
|
cullVisitor->setRenderGraph(rendergraph);
|
|
cullVisitor->setRenderStage(renderStage);
|
|
|
|
cullVisitor->setState( _state.get() );
|
|
|
|
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(_viewport.get());
|
|
renderStage->setClearColor(_clearColor);
|
|
|
|
|
|
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;
|
|
case(NO_SCENEVIEW_LIGHT):
|
|
break;
|
|
}
|
|
|
|
if (_globalStateSet.valid()) cullVisitor->pushStateSet(_globalStateSet.get());
|
|
if (_localStateSet.valid()) cullVisitor->pushStateSet(_localStateSet.get());
|
|
|
|
|
|
cullVisitor->pushViewport(_viewport.get());
|
|
cullVisitor->pushProjectionMatrix(proj.get());
|
|
cullVisitor->pushModelViewMatrix(mv.get());
|
|
|
|
|
|
// traverse the scene graph to generate the rendergraph.
|
|
_sceneData->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(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
|
// really should set clear mask here, but what to? Need
|
|
// to consider the stencil and accumulation buffers..
|
|
// will defer to later. Robert Osfield. October 2001.
|
|
}
|
|
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 RenderGraph 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 RenderGraph nodes.
|
|
rendergraph->prune();
|
|
}
|
|
|
|
|
|
void SceneView::flushDeletedGLObjects(double& availableTime)
|
|
{
|
|
_requiresFlush = false;
|
|
|
|
double currentTime = _state->getFrameStamp()?_state->getFrameStamp()->getReferenceTime():0.0;
|
|
osg::Texture::flushTextureObjects(_state->getContextID(),currentTime,availableTime);
|
|
osg::Drawable::flushDeletedDisplayLists(_state->getContextID(),currentTime,availableTime);
|
|
osg::Drawable::flushDeletedVertexBufferObjects(_state->getContextID(),currentTime,availableTime);
|
|
osg::VertexProgram::flushDeletedVertexProgramObjects(_state->getContextID(),currentTime,availableTime);
|
|
osg::FragmentProgram::flushDeletedFragmentProgramObjects(_state->getContextID(),currentTime,availableTime);
|
|
}
|
|
|
|
void SceneView::draw()
|
|
{
|
|
|
|
// 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(_viewMatrix));
|
|
|
|
RenderLeaf* previous = NULL;
|
|
if (_displaySettings.valid() && _displaySettings->getStereo())
|
|
{
|
|
|
|
switch(_displaySettings->getStereoMode())
|
|
{
|
|
case(osg::DisplaySettings::QUAD_BUFFER):
|
|
{
|
|
|
|
_localStateSet->setAttribute(_viewport.get());
|
|
|
|
// 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(*_state,previous);
|
|
_renderStageRight->drawPreRenderStages(*_state,previous);
|
|
|
|
glDrawBuffer(GL_BACK_LEFT);
|
|
_renderStageLeft->draw(*_state,previous);
|
|
|
|
glDrawBuffer(GL_BACK_RIGHT);
|
|
_renderStageRight->draw(*_state,previous);
|
|
|
|
}
|
|
break;
|
|
case(osg::DisplaySettings::ANAGLYPHIC):
|
|
{
|
|
if( _drawBufferValue != GL_NONE)
|
|
{
|
|
glDrawBuffer(_drawBufferValue);
|
|
}
|
|
|
|
_localStateSet->setAttribute(_viewport.get());
|
|
|
|
_renderStageLeft->drawPreRenderStages(*_state,previous);
|
|
_renderStageRight->drawPreRenderStages(*_state,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(*_state,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(*_state,previous);
|
|
|
|
}
|
|
break;
|
|
case(osg::DisplaySettings::HORIZONTAL_SPLIT):
|
|
{
|
|
if( _drawBufferValue != GL_NONE)
|
|
{
|
|
glDrawBuffer(_drawBufferValue);
|
|
}
|
|
|
|
// 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(*_state,previous);
|
|
_renderStageRight->drawPreRenderStages(*_state,previous);
|
|
|
|
int separation = _displaySettings->getSplitStereoHorizontalSeparation();
|
|
|
|
int left_half_width = (_viewport->width()-separation)/2;
|
|
int right_half_begin = (_viewport->width()+separation)/2;
|
|
int right_half_width = _viewport->width()-right_half_begin;
|
|
|
|
osg::ref_ptr<osg::Viewport> viewportLeft = new osg::Viewport;
|
|
viewportLeft->setViewport(_viewport->x(),_viewport->y(),left_half_width,_viewport->height());
|
|
|
|
osg::ref_ptr<osg::Viewport> viewportRight = new osg::Viewport;
|
|
viewportRight->setViewport(_viewport->x()+right_half_begin,_viewport->y(),right_half_width,_viewport->height());
|
|
|
|
|
|
clearArea(_viewport->x()+left_half_width,_viewport->y(),separation,_viewport->height(),_renderStageLeft->getClearColor());
|
|
|
|
if (_displaySettings->getSplitStereoHorizontalEyeMapping()==osg::DisplaySettings::LEFT_EYE_LEFT_VIEWPORT)
|
|
{
|
|
_localStateSet->setAttribute(viewportLeft.get());
|
|
_renderStageLeft->setViewport(viewportLeft.get());
|
|
_renderStageLeft->draw(*_state,previous);
|
|
|
|
_localStateSet->setAttribute(viewportRight.get());
|
|
_renderStageRight->setViewport(viewportRight.get());
|
|
_renderStageRight->draw(*_state,previous);
|
|
}
|
|
else
|
|
{
|
|
_localStateSet->setAttribute(viewportRight.get());
|
|
_renderStageLeft->setViewport(viewportRight.get());
|
|
_renderStageLeft->draw(*_state,previous);
|
|
|
|
_localStateSet->setAttribute(viewportLeft.get());
|
|
_renderStageRight->setViewport(viewportLeft.get());
|
|
_renderStageRight->draw(*_state,previous);
|
|
}
|
|
|
|
}
|
|
break;
|
|
case(osg::DisplaySettings::VERTICAL_SPLIT):
|
|
{
|
|
if( _drawBufferValue != GL_NONE)
|
|
{
|
|
glDrawBuffer(_drawBufferValue);
|
|
}
|
|
|
|
// 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(*_state,previous);
|
|
_renderStageRight->drawPreRenderStages(*_state,previous);
|
|
|
|
int separation = _displaySettings->getSplitStereoVerticalSeparation();
|
|
|
|
int bottom_half_height = (_viewport->height()-separation)/2;
|
|
int top_half_begin = (_viewport->height()+separation)/2;
|
|
int top_half_height = _viewport->height()-top_half_begin;
|
|
|
|
osg::ref_ptr<osg::Viewport> viewportTop = new osg::Viewport;
|
|
viewportTop->setViewport(_viewport->x(),_viewport->y()+top_half_begin,_viewport->width(),top_half_height);
|
|
|
|
osg::ref_ptr<osg::Viewport> viewportBottom = new osg::Viewport;
|
|
viewportBottom->setViewport(_viewport->x(),_viewport->y(),_viewport->width(),bottom_half_height);
|
|
|
|
clearArea(_viewport->x(),_viewport->y()+bottom_half_height,_viewport->width(),separation,_renderStageLeft->getClearColor());
|
|
|
|
if (_displaySettings->getSplitStereoVerticalEyeMapping()==osg::DisplaySettings::LEFT_EYE_TOP_VIEWPORT)
|
|
{
|
|
_localStateSet->setAttribute(viewportTop.get());
|
|
_renderStageLeft->setViewport(viewportTop.get());
|
|
_renderStageLeft->draw(*_state,previous);
|
|
|
|
_localStateSet->setAttribute(viewportBottom.get());
|
|
_renderStageRight->setViewport(viewportBottom.get());
|
|
_renderStageRight->draw(*_state,previous);
|
|
}
|
|
else
|
|
{
|
|
_localStateSet->setAttribute(viewportBottom.get());
|
|
_renderStageLeft->setViewport(viewportBottom.get());
|
|
_renderStageLeft->draw(*_state,previous);
|
|
|
|
_localStateSet->setAttribute(viewportTop.get());
|
|
_renderStageRight->setViewport(viewportTop.get());
|
|
_renderStageRight->draw(*_state,previous);
|
|
}
|
|
}
|
|
break;
|
|
case(osg::DisplaySettings::RIGHT_EYE):
|
|
case(osg::DisplaySettings::LEFT_EYE):
|
|
{
|
|
if( _drawBufferValue != GL_NONE)
|
|
{
|
|
glDrawBuffer(_drawBufferValue);
|
|
}
|
|
|
|
// 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(_viewport.get());
|
|
_renderStage->drawPreRenderStages(*_state,previous);
|
|
_renderStage->draw(*_state,previous);
|
|
}
|
|
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( _drawBufferValue != GL_NONE)
|
|
{
|
|
glDrawBuffer(_drawBufferValue);
|
|
}
|
|
|
|
_localStateSet->setAttribute(_viewport.get());
|
|
|
|
|
|
// 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(*_state,previous);
|
|
_renderStage->draw(*_state,previous);
|
|
}
|
|
|
|
// re apply the defalt OGL state.
|
|
_state->popAllStateSets();
|
|
|
|
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 errors.
|
|
_state->setReportGLErrors(true);
|
|
}
|
|
}
|
|
|
|
/** 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( _viewMatrix * _projectionMatrix);
|
|
|
|
if (_viewport.valid())
|
|
matrix.postMult(_viewport->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);
|
|
|
|
_state->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)
|
|
{
|
|
return _projectionMatrix.getOrtho(left, right,
|
|
bottom, top,
|
|
zNear, zFar);
|
|
}
|
|
|
|
bool SceneView::getProjectionMatrixAsFrustum(double& left, double& right,
|
|
double& bottom, double& top,
|
|
double& zNear, double& zFar)
|
|
{
|
|
return _projectionMatrix.getFrustum(left, right,
|
|
bottom, top,
|
|
zNear, zFar);
|
|
}
|
|
|
|
bool SceneView::getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
|
|
double& zNear, double& zFar)
|
|
{
|
|
return _projectionMatrix.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)
|
|
{
|
|
_viewMatrix.getLookAt(eye,center,up,lookDistance);
|
|
}
|