// Copyright (C) 2008 Tim Moore // Copyright (C) 2011 Mathias Froehlich // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program 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 GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. #include "CameraGroup.hxx" #include
#include
#include "renderer.hxx" #include "FGEventHandler.hxx" #include "WindowBuilder.hxx" #include "WindowSystemAdapter.hxx" #include "splash.hxx" #include "sview.hxx" #include "VRManager.hxx" #include #include #include // for copyProperties #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace osg; namespace { osg::Matrix invert(const osg::Matrix& matrix) { return osg::Matrix::inverse(matrix); } /// Returns the zoom factor of the master camera. /// The reference fov is the historic 55 deg double zoomFactor() { double fov = fgGetDouble("/sim/current-view/field-of-view", 55); if (fov < 1) fov = 1; return tan(55*0.5*SG_DEGREES_TO_RADIANS)/tan(fov*0.5*SG_DEGREES_TO_RADIANS); } osg::Vec2d preMult(const osg::Vec2d& v, const osg::Matrix& m) { osg::Vec3d tmp = m.preMult(osg::Vec3(v, 0)); return osg::Vec2d(tmp[0], tmp[1]); } osg::Matrix relativeProjection(const osg::Matrix& P0, const osg::Matrix& R, const osg::Vec2d ref[2], const osg::Matrix& pP, const osg::Matrix& pR, const osg::Vec2d pRef[2]) { // Track the way from one projection space to the other: // We want // P = T*S*P0 // where P0 is the projection template sensible for the given window size, // T is a translation matrix and S a scale matrix. // We need to determine T and S so that the reference points in the parents // projection space match the two reference points in this cameras projection space. // Starting from the parents camera projection space, we get into this cameras // projection space by the transform matrix: // P*R*inv(pP*pR) = T*S*P0*R*inv(pP*pR) // So, at first compute that matrix without T*S and determine S and T from that // Ok, now osg uses the inverse matrix multiplication order, thus: osg::Matrix PtoPwithoutTS = invert(pR*pP)*R*P0; // Compute the parents reference points in the current projection space // without the yet unknown T and S osg::Vec2d pRefInThis[2] = { preMult(pRef[0], PtoPwithoutTS), preMult(pRef[1], PtoPwithoutTS) }; // To get the same zoom, rescale to match the parents size double s = (ref[0] - ref[1]).length()/(pRefInThis[0] - pRefInThis[1]).length(); osg::Matrix S = osg::Matrix::scale(s, s, 1); // For the translation offset, incorporate the now known scale // and recompute the position ot the first reference point in the // currents projection space without the yet unknown T. pRefInThis[0] = preMult(pRef[0], PtoPwithoutTS*S); // The translation is then the difference of the reference points osg::Matrix T = osg::Matrix::translate(osg::Vec3d(ref[0] - pRefInThis[0], 0)); // Compose and return the desired final projection matrix return P0*S*T; } } // anonymous namespace namespace flightgear { using namespace simgear; using namespace compositor; class CameraGroupListener : public SGPropertyChangeListener { public: CameraGroupListener(CameraGroup* cg, SGPropertyNode* gnode) : _groupNode(gnode), _cameraGroup(cg) { listenToNode("znear", 0.1f); listenToNode("zfar", 120000.0f); } virtual ~CameraGroupListener() { unlisten("znear"); unlisten("zfar"); } virtual void valueChanged(SGPropertyNode* prop) { if (prop->getNameString() == "znear") { _cameraGroup->_zNear = prop->getFloatValue(); } else if (prop->getNameString() == "zfar") { _cameraGroup->_zFar = prop->getFloatValue(); } } private: void listenToNode(const std::string& name, double val) { SGPropertyNode* n = _groupNode->getChild(name); if (!n) { n = _groupNode->getChild(name, 0 /* index */, true); n->setDoubleValue(val); } n->addChangeListener(this); valueChanged(n); // propogate initial state through } void unlisten(const std::string& name) { _groupNode->getChild(name)->removeChangeListener(this); } SGPropertyNode_ptr _groupNode; CameraGroup* _cameraGroup; // non-owning reference }; struct GUIUpdateCallback : public Pass::PassUpdateCallback { virtual void updatePass(Pass &pass, const osg::Matrix &view_matrix, const osg::Matrix &proj_matrix) { // Just set both the view matrix and the projection matrix pass.camera->setViewMatrix(view_matrix); pass.camera->setProjectionMatrix(proj_matrix); } }; typedef std::vector SGPropertyNodeVec; osg::ref_ptr CameraGroup::_defaultGroup; CameraGroup::CameraGroup(osgViewer::View* view) : _viewer(view) { } CameraGroup::~CameraGroup() { } void CameraGroup::update(const osg::Vec3d& position, const osg::Quat& orientation) { const osg::Matrix masterView(osg::Matrix::translate(-position) * osg::Matrix::rotate(orientation.inverse())); _viewer->getCamera()->setViewMatrix(masterView); const osg::Matrix& masterProj = _viewer->getCamera()->getProjectionMatrix(); double masterZoomFactor = zoomFactor(); for (const auto &info : _cameras) { osg::Matrix view_matrix; if (info->flags & (CameraInfo::SPLASH | CameraInfo::GUI)) view_matrix = osg::Matrix::identity(); else if ((info->flags & CameraInfo::VIEW_ABSOLUTE) != 0) view_matrix = info->viewOffset; else view_matrix = masterView * info->viewOffset; osg::Matrix proj_matrix; if (info->flags & (CameraInfo::SPLASH | CameraInfo::GUI)) { const osg::GraphicsContext::Traits *traits = info->compositor->getGraphicsContext()->getTraits(); proj_matrix = osg::Matrix::ortho2D(0, traits->width, 0, traits->height); } else if ((info->flags & CameraInfo::PROJECTION_ABSOLUTE) != 0) { if (info->flags & CameraInfo::ENABLE_MASTER_ZOOM) { if (info->relativeCameraParent) { // template projection and view matrices of the current camera osg::Matrix P0 = info->projOffset; osg::Matrix R = view_matrix; // The already known projection and view matrix of the parent camera osg::Matrix pP = info->relativeCameraParent->projMatrix; osg::Matrix pR = info->relativeCameraParent->viewMatrix; // And the projection matrix derived from P0 so that the // reference points match proj_matrix = relativeProjection(P0, R, info->thisReference, pP, pR, info->parentReference); } else { // We want to zoom, so take the original matrix and apply the // zoom to it proj_matrix = info->projOffset; proj_matrix.postMultScale(osg::Vec3d(masterZoomFactor, masterZoomFactor, 1)); } } else { proj_matrix = info->projOffset; } } else { proj_matrix = masterProj * info->projOffset; } osg::Matrix new_proj_matrix = proj_matrix; if ((info->flags & CameraInfo::SPLASH) == 0 && (info->flags & CameraInfo::GUI) == 0 && (info->flags & CameraInfo::FIXED_NEAR_FAR) == 0) { makeNewProjMat(proj_matrix, _zNear, _zFar, new_proj_matrix); } info->viewMatrix = view_matrix; info->projMatrix = new_proj_matrix; info->compositor->update(view_matrix, new_proj_matrix); } } void CameraGroup::setCameraParameters(float vfov, float aspectRatio) { if (vfov != 0.0f && aspectRatio != 0.0f) _viewer->getCamera() ->setProjectionMatrixAsPerspective(vfov, 1.0f / aspectRatio, _zNear, _zFar); } double CameraGroup::getMasterAspectRatio() const { if (_cameras.empty()) return 0.0; // The master camera is the first one added const CameraInfo *info = _cameras.front(); if (!info) return 0.0; const osg::GraphicsContext::Traits *traits = info->compositor->getGraphicsContext()->getTraits(); return static_cast(traits->height) / traits->width; } // FIXME: Port this to the Compositor #if 0 // Mostly copied from osg's osgViewer/View.cpp static osg::Geometry* createPanoramicSphericalDisplayDistortionMesh( const Vec3& origin, const Vec3& widthVector, const Vec3& heightVector, double sphere_radius, double collar_radius, Image* intensityMap = 0, const Matrix& projectorMatrix = Matrix()) { osg::Vec3d center(0.0,0.0,0.0); osg::Vec3d eye(0.0,0.0,0.0); double distance = sqrt(sphere_radius*sphere_radius - collar_radius*collar_radius); bool flip = false; bool texcoord_flip = false; // create the quad to visualize. osg::Geometry* geometry = new osg::Geometry(); geometry->setSupportsDisplayList(false); osg::Vec3 xAxis(widthVector); float width = widthVector.length(); xAxis /= width; osg::Vec3 yAxis(heightVector); float height = heightVector.length(); yAxis /= height; int noSteps = 160; osg::Vec3Array* vertices = new osg::Vec3Array; osg::Vec2Array* texcoords0 = new osg::Vec2Array; osg::Vec2Array* texcoords1 = intensityMap==0 ? new osg::Vec2Array : 0; osg::Vec4Array* colors = new osg::Vec4Array; osg::Vec3 top = origin + yAxis*height; osg::Vec3 screenCenter = origin + widthVector*0.5f + heightVector*0.5f; float screenRadius = heightVector.length() * 0.5f; geometry->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); for(int i=0;ipush_back(osg::Vec3(v.x(), top.y()-(v.y()-origin.y()),v.z())); else vertices->push_back(v); texcoords0->push_back( texcoord ); osg::Vec2 texcoord1(alpha/(2.0*osg::PI), 1.0f - beta/osg::PI); if (intensityMap) { colors->push_back(intensityMap->getColor(texcoord1)); } else { colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); if (texcoords1) texcoords1->push_back( texcoord1 ); } } } // pass the created vertex array to the points geometry object. geometry->setVertexArray(vertices); geometry->setColorArray(colors); geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); geometry->setTexCoordArray(0,texcoords0); if (texcoords1) geometry->setTexCoordArray(1,texcoords1); osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES); geometry->addPrimitiveSet(elements); for(int i=0;iscreenRadius) continue; if ((v2-screenCenter).length()>screenRadius) continue; if ((v3-screenCenter).length()>screenRadius) continue; if ((v4-screenCenter).length()>screenRadius) continue; elements->push_back(i1); elements->push_back(i2); elements->push_back(i3); elements->push_back(i1); elements->push_back(i3); elements->push_back(i4); } } return geometry; } #endif void CameraGroup::buildDistortionCamera(const SGPropertyNode* psNode, Camera* camera) { // FIXME: Port this to the Compositor #if 0 const SGPropertyNode* texNode = psNode->getNode("texture"); if (!texNode) { // error return; } string texName = texNode->getStringValue(); TextureMap::iterator itr = _textureTargets.find(texName); if (itr == _textureTargets.end()) { // error return; } Viewport* viewport = camera->getViewport(); float width = viewport->width(); float height = viewport->height(); TextureRectangle* texRect = itr->second.get(); double radius = psNode->getDoubleValue("radius", 1.0); double collar = psNode->getDoubleValue("collar", 0.45); Geode* geode = new Geode(); geode->addDrawable(createPanoramicSphericalDisplayDistortionMesh( Vec3(0.0f,0.0f,0.0f), Vec3(width,0.0f,0.0f), Vec3(0.0f,height,0.0f), radius, collar)); // new we need to add the texture to the mesh, we do so by creating a // StateSet to contain the Texture StateAttribute. StateSet* stateset = geode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, texRect, StateAttribute::ON); stateset->setMode(GL_LIGHTING, StateAttribute::OFF); TexMat* texmat = new TexMat; texmat->setScaleByTextureRectangleSize(true); stateset->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON); #if 0 if (!applyIntensityMapAsColours && intensityMap) { stateset->setTextureAttributeAndModes(1, new osg::Texture2D(intensityMap), osg::StateAttribute::ON); } #endif // add subgraph to render camera->addChild(geode); camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); camera->setClearColor(osg::Vec4(0.0, 0.0, 0.0, 1.0)); camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera->setCullingMode(osg::CullSettings::NO_CULLING); camera->setName("DistortionCorrectionCamera"); #endif } CameraInfo* CameraGroup::buildCamera(SGPropertyNode* cameraNode) { WindowBuilder *wBuild = WindowBuilder::getWindowBuilder(); const SGPropertyNode* windowNode = cameraNode->getNode("window"); GraphicsWindow* window = 0; int cameraFlags = CameraInfo::DO_INTERSECTION_TEST; if (windowNode) { // New style window declaration / definition window = wBuild->buildWindow(windowNode); } else { // Old style: suck window params out of camera block window = wBuild->buildWindow(cameraNode); } if (!window) { return nullptr; } // Set vr-mirror flag so camera switches to VR mirror when appropriate. if (cameraNode->getBoolValue("vr-mirror", false)) cameraFlags |= CameraInfo::VR_MIRROR; osg::Matrix vOff; const SGPropertyNode* viewNode = cameraNode->getNode("view"); if (viewNode) { double heading = viewNode->getDoubleValue("heading-deg", 0.0); double pitch = viewNode->getDoubleValue("pitch-deg", 0.0); double roll = viewNode->getDoubleValue("roll-deg", 0.0); double x = viewNode->getDoubleValue("x", 0.0); double y = viewNode->getDoubleValue("y", 0.0); double z = viewNode->getDoubleValue("z", 0.0); // Build a view matrix, which is the inverse of a model // orientation matrix. vOff = (Matrix::translate(-x, -y, -z) * Matrix::rotate(-DegreesToRadians(heading), Vec3d(0.0, 1.0, 0.0), -DegreesToRadians(pitch), Vec3d(1.0, 0.0, 0.0), -DegreesToRadians(roll), Vec3d(0.0, 0.0, 1.0))); if (viewNode->getBoolValue("absolute", false)) cameraFlags |= CameraInfo::VIEW_ABSOLUTE; } else { // Old heading parameter, works in the opposite direction double heading = cameraNode->getDoubleValue("heading-deg", 0.0); vOff.makeRotate(DegreesToRadians(heading), osg::Vec3(0, 1, 0)); } // Configuring the physical dimensions of a monitor SGPropertyNode* viewportNode = cameraNode->getNode("viewport", true); double physicalWidth = viewportNode->getDoubleValue("width", 1024); double physicalHeight = viewportNode->getDoubleValue("height", 768); double bezelHeightTop = 0; double bezelHeightBottom = 0; double bezelWidthLeft = 0; double bezelWidthRight = 0; const SGPropertyNode* physicalDimensionsNode = 0; if ((physicalDimensionsNode = cameraNode->getNode("physical-dimensions")) != 0) { physicalWidth = physicalDimensionsNode->getDoubleValue("width", physicalWidth); physicalHeight = physicalDimensionsNode->getDoubleValue("height", physicalHeight); const SGPropertyNode* bezelNode = 0; if ((bezelNode = physicalDimensionsNode->getNode("bezel")) != 0) { bezelHeightTop = bezelNode->getDoubleValue("top", bezelHeightTop); bezelHeightBottom = bezelNode->getDoubleValue("bottom", bezelHeightBottom); bezelWidthLeft = bezelNode->getDoubleValue("left", bezelWidthLeft); bezelWidthRight = bezelNode->getDoubleValue("right", bezelWidthRight); } } osg::Matrix pOff; CameraInfo *parentInfo = nullptr; osg::Vec2d parentReference[2]; osg::Vec2d thisReference[2]; SGPropertyNode* projectionNode = 0; if ((projectionNode = cameraNode->getNode("perspective")) != 0) { double fovy = projectionNode->getDoubleValue("fovy-deg", 55.0); double aspectRatio = projectionNode->getDoubleValue("aspect-ratio", 1.0); double zNear = projectionNode->getDoubleValue("near", 0.0); double zFar = projectionNode->getDoubleValue("far", zNear + 20000); double offsetX = projectionNode->getDoubleValue("offset-x", 0.0); double offsetY = projectionNode->getDoubleValue("offset-y", 0.0); double tan_fovy = tan(DegreesToRadians(fovy*0.5)); double right = tan_fovy * aspectRatio * zNear + offsetX; double left = -tan_fovy * aspectRatio * zNear + offsetX; double top = tan_fovy * zNear + offsetY; double bottom = -tan_fovy * zNear + offsetY; pOff.makeFrustum(left, right, bottom, top, zNear, zFar); cameraFlags |= CameraInfo::PROJECTION_ABSOLUTE; if (projectionNode->getBoolValue("fixed-near-far", true)) cameraFlags |= CameraInfo::FIXED_NEAR_FAR; } else if ((projectionNode = cameraNode->getNode("frustum")) != 0 || (projectionNode = cameraNode->getNode("ortho")) != 0) { double top = projectionNode->getDoubleValue("top", 0.0); double bottom = projectionNode->getDoubleValue("bottom", 0.0); double left = projectionNode->getDoubleValue("left", 0.0); double right = projectionNode->getDoubleValue("right", 0.0); double zNear = projectionNode->getDoubleValue("near", 0.0); double zFar = projectionNode->getDoubleValue("far", zNear + 20000); if (cameraNode->getNode("frustum")) { pOff.makeFrustum(left, right, bottom, top, zNear, zFar); cameraFlags |= CameraInfo::PROJECTION_ABSOLUTE; } else { pOff.makeOrtho(left, right, bottom, top, zNear, zFar); cameraFlags |= (CameraInfo::PROJECTION_ABSOLUTE | CameraInfo::ORTHO); } if (projectionNode->getBoolValue("fixed-near-far", true)) cameraFlags |= CameraInfo::FIXED_NEAR_FAR; } else if ((projectionNode = cameraNode->getNode("master-perspective")) != 0) { double zNear = projectionNode->getDoubleValue("eye-distance", 0.4*physicalWidth); double xoff = projectionNode->getDoubleValue("x-offset", 0); double yoff = projectionNode->getDoubleValue("y-offset", 0); double left = -0.5*physicalWidth - xoff; double right = 0.5*physicalWidth - xoff; double bottom = -0.5*physicalHeight - yoff; double top = 0.5*physicalHeight - yoff; pOff.makeFrustum(left, right, bottom, top, zNear, zNear + 20000); cameraFlags |= CameraInfo::PROJECTION_ABSOLUTE | CameraInfo::ENABLE_MASTER_ZOOM; } else if ((projectionNode = cameraNode->getNode("right-of-perspective")) || (projectionNode = cameraNode->getNode("left-of-perspective")) || (projectionNode = cameraNode->getNode("above-perspective")) || (projectionNode = cameraNode->getNode("below-perspective")) || (projectionNode = cameraNode->getNode("reference-points-perspective"))) { std::string name = projectionNode->getStringValue("parent-camera"); auto it = std::find_if(_cameras.begin(), _cameras.end(), [&name](const auto &c) { return c->name == name; }); if (it == _cameras.end()) { SG_LOG(SG_VIEW, SG_ALERT, "CameraGroup::buildCamera: " "failed to find parent camera for relative camera!"); return nullptr; } parentInfo = (*it); if (projectionNode->getNameString() == "right-of-perspective") { double tmp = (parentInfo->physicalWidth + 2*parentInfo->bezelWidthRight)/parentInfo->physicalWidth; parentReference[0] = osg::Vec2d(tmp, -1); parentReference[1] = osg::Vec2d(tmp, 1); tmp = (physicalWidth + 2*bezelWidthLeft)/physicalWidth; thisReference[0] = osg::Vec2d(-tmp, -1); thisReference[1] = osg::Vec2d(-tmp, 1); } else if (projectionNode->getNameString() == "left-of-perspective") { double tmp = (parentInfo->physicalWidth + 2*parentInfo->bezelWidthLeft)/parentInfo->physicalWidth; parentReference[0] = osg::Vec2d(-tmp, -1); parentReference[1] = osg::Vec2d(-tmp, 1); tmp = (physicalWidth + 2*bezelWidthRight)/physicalWidth; thisReference[0] = osg::Vec2d(tmp, -1); thisReference[1] = osg::Vec2d(tmp, 1); } else if (projectionNode->getNameString() == "above-perspective") { double tmp = (parentInfo->physicalHeight + 2*parentInfo->bezelHeightTop)/parentInfo->physicalHeight; parentReference[0] = osg::Vec2d(-1, tmp); parentReference[1] = osg::Vec2d(1, tmp); tmp = (physicalHeight + 2*bezelHeightBottom)/physicalHeight; thisReference[0] = osg::Vec2d(-1, -tmp); thisReference[1] = osg::Vec2d(1, -tmp); } else if (projectionNode->getNameString() == "below-perspective") { double tmp = (parentInfo->physicalHeight + 2*parentInfo->bezelHeightBottom)/parentInfo->physicalHeight; parentReference[0] = osg::Vec2d(-1, -tmp); parentReference[1] = osg::Vec2d(1, -tmp); tmp = (physicalHeight + 2*bezelHeightTop)/physicalHeight; thisReference[0] = osg::Vec2d(-1, tmp); thisReference[1] = osg::Vec2d(1, tmp); } else if (projectionNode->getNameString() == "reference-points-perspective") { SGPropertyNode* parentNode = projectionNode->getNode("parent", true); SGPropertyNode* thisNode = projectionNode->getNode("this", true); SGPropertyNode* pointNode; pointNode = parentNode->getNode("point", 0, true); parentReference[0][0] = pointNode->getDoubleValue("x", 0)*2/parentInfo->physicalWidth; parentReference[0][1] = pointNode->getDoubleValue("y", 0)*2/parentInfo->physicalHeight; pointNode = parentNode->getNode("point", 1, true); parentReference[1][0] = pointNode->getDoubleValue("x", 0)*2/parentInfo->physicalWidth; parentReference[1][1] = pointNode->getDoubleValue("y", 0)*2/parentInfo->physicalHeight; pointNode = thisNode->getNode("point", 0, true); thisReference[0][0] = pointNode->getDoubleValue("x", 0)*2/physicalWidth; thisReference[0][1] = pointNode->getDoubleValue("y", 0)*2/physicalHeight; pointNode = thisNode->getNode("point", 1, true); thisReference[1][0] = pointNode->getDoubleValue("x", 0)*2/physicalWidth; thisReference[1][1] = pointNode->getDoubleValue("y", 0)*2/physicalHeight; } pOff = osg::Matrix::perspective(45, physicalWidth/physicalHeight, 1, 20000); cameraFlags |= CameraInfo::PROJECTION_ABSOLUTE | CameraInfo::ENABLE_MASTER_ZOOM; } else { // old style shear parameters double shearx = cameraNode->getDoubleValue("shear-x", 0); double sheary = cameraNode->getDoubleValue("shear-y", 0); pOff.makeTranslate(-shearx, -sheary, 0); } const SGPropertyNode* psNode = cameraNode->getNode("panoramic-spherical"); //bool useMasterSceneGraph = !psNode; CameraInfo *info = new CameraInfo(cameraFlags); _cameras.push_back(info); info->name = cameraNode->getStringValue("name"); info->physicalWidth = physicalWidth; info->physicalHeight = physicalHeight; info->bezelHeightTop = bezelHeightTop; info->bezelHeightBottom = bezelHeightBottom; info->bezelWidthLeft = bezelWidthLeft; info->bezelWidthRight = bezelWidthRight; info->relativeCameraParent = parentInfo; info->parentReference[0] = parentReference[0]; info->parentReference[1] = parentReference[1]; info->thisReference[0] = thisReference[0]; info->thisReference[1] = thisReference[1]; info->viewOffset = vOff; info->projOffset = pOff; osg::Viewport *viewport = new osg::Viewport( viewportNode->getDoubleValue("x"), viewportNode->getDoubleValue("y"), // If no width or height has been specified, fill the entire window viewportNode->getDoubleValue("width", window->gc->getTraits()->width), viewportNode->getDoubleValue("height",window->gc->getTraits()->height)); std::string compositor_path = cameraNode->getStringValue("compositor", ""); if (compositor_path.empty()) { compositor_path = fgGetString("/sim/rendering/default-compositor", "Compositor/default"); } else { // Store the custom path in case we need to reload later info->compositor_path = compositor_path; } osg::ref_ptr options = SGReaderWriterOptions::fromPath(globals->get_fg_root()); options->setPropertyNode(globals->get_props()); SViewSetCompositorParams(options, compositor_path); Compositor *compositor = nullptr; if (info->flags & CameraInfo::VR_MIRROR) compositor = buildVRMirrorCompositor(window->gc, viewport); if (!compositor) compositor = Compositor::create(_viewer, window->gc, viewport, compositor_path, options); if (compositor) { info->compositor.reset(compositor); } else { throw sg_exception(std::string("Failed to create Compositor in path '") + compositor_path + "'"); } // Distortion camera needs the viewport which is created by addCamera(). if (psNode) { info->flags = info->flags | CameraInfo::VIEW_ABSOLUTE; //buildDistortionCamera(psNode, camera); } return info; } void CameraGroup::removeCamera(CameraInfo *info) { for (auto it = _cameras.begin(); it != _cameras.end(); ++it) { if (*it == info) { _cameras.erase(it); return; } } } void CameraGroup::buildSplashCamera(SGPropertyNode* cameraNode, GraphicsWindow* window) { WindowBuilder* wBuild = WindowBuilder::getWindowBuilder(); const SGPropertyNode* windowNode = (cameraNode ? cameraNode->getNode("window") : 0); if (!window && windowNode) { // New style window declaration / definition window = wBuild->buildWindow(windowNode, true /*isMainWindow*/); } if (!window) { // buildWindow can fail SG_LOG(SG_VIEW, SG_WARN, "CameraGroup::buildSplashCamera: failed to build a window"); return; } Camera* camera = new Camera; camera->setName("SplashCamera"); camera->setAllowEventFocus(false); camera->setGraphicsContext(window->gc.get()); // If a viewport isn't set on the camera, then it's hard to dig it // out of the SceneView objects in the viewer, and the coordinates // of mouse events are somewhat bizzare. osg::Viewport* viewport = new osg::Viewport( 0, 0, window->gc->getTraits()->width, window->gc->getTraits()->height); camera->setViewport(viewport); camera->setClearMask(0); camera->setInheritanceMask(CullSettings::ALL_VARIABLES & ~(CullSettings::COMPUTE_NEAR_FAR_MODE | CullSettings::CULLING_MODE | CullSettings::CLEAR_MASK )); camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera->setCullingMode(osg::CullSettings::NO_CULLING); camera->setProjectionResizePolicy(osg::Camera::FIXED); // The camera group will always update the camera camera->setReferenceFrame(Transform::ABSOLUTE_RF); // XXX Camera needs to be drawn just before GUI; eventually the render order // should be assigned by a camera manager. camera->setRenderOrder(osg::Camera::POST_RENDER, 9999); // Add splash screen! camera->addChild(globals->get_renderer()->getSplash()); Pass* pass = new Pass; pass->camera = camera; pass->useMastersSceneData = false; // For now we just build a simple Compositor directly from C++ space that // encapsulates a single osg::Camera. This could be improved by letting // users change the Compositor config in XML space, for example to be able // to add post-processing to a HUD. // However, since many other parts of FG require direct access to the GUI // osg::Camera object, this is fine for now. Compositor* compositor = new Compositor(_viewer, window->gc, viewport); compositor->addPass(pass); const int cameraFlags = CameraInfo::SPLASH; CameraInfo* info = new CameraInfo(cameraFlags); info->name = "Splash camera"; info->viewOffset = osg::Matrix::identity(); info->projOffset = osg::Matrix::identity(); info->compositor.reset(compositor); _cameras.push_back(info); // Disable statistics for the splash camera. camera->setStats(0); } void CameraGroup::buildGUICamera(SGPropertyNode* cameraNode, GraphicsWindow* window) { WindowBuilder *wBuild = WindowBuilder::getWindowBuilder(); const SGPropertyNode* windowNode = (cameraNode ? cameraNode->getNode("window") : 0); if (!window && windowNode) { // New style window declaration / definition window = wBuild->buildWindow(windowNode, true /*isMainWindow*/); } if (!window) { // buildWindow can fail SG_LOG(SG_VIEW, SG_WARN, "CameraGroup::buildGUICamera: failed to build a window"); return; } Camera* camera = new Camera; camera->setName( "GUICamera" ); camera->setAllowEventFocus(false); camera->setGraphicsContext(window->gc.get()); // If a viewport isn't set on the camera, then it's hard to dig it // out of the SceneView objects in the viewer, and the coordinates // of mouse events are somewhat bizzare. osg::Viewport *viewport = new osg::Viewport( 0, 0, window->gc->getTraits()->width, window->gc->getTraits()->height); camera->setViewport(viewport); camera->setClearMask(0); camera->setInheritanceMask(CullSettings::ALL_VARIABLES & ~(CullSettings::COMPUTE_NEAR_FAR_MODE | CullSettings::CULLING_MODE | CullSettings::CLEAR_MASK )); camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera->setCullingMode(osg::CullSettings::NO_CULLING); camera->setProjectionResizePolicy(osg::Camera::FIXED); // The camera group will always update the camera camera->setReferenceFrame(Transform::ABSOLUTE_RF); // Draw all nodes in the order they are added to the GUI camera camera->getOrCreateStateSet() ->setRenderBinDetails( 0, "PreOrderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS ); // XXX Camera needs to be drawn last; eventually the render order // should be assigned by a camera manager. camera->setRenderOrder(osg::Camera::POST_RENDER, 10000); Pass *pass = new Pass; pass->camera = camera; pass->useMastersSceneData = false; pass->update_callback = new GUIUpdateCallback; // For now we just build a simple Compositor directly from C++ space that // encapsulates a single osg::Camera. This could be improved by letting // users change the Compositor config in XML space, for example to be able // to add post-processing to a HUD. // However, since many other parts of FG require direct access to the GUI // osg::Camera object, this is fine for now. Compositor *compositor = new Compositor(_viewer, window->gc, viewport); compositor->addPass(pass); const int cameraFlags = CameraInfo::GUI | CameraInfo::DO_INTERSECTION_TEST; CameraInfo* info = new CameraInfo(cameraFlags); info->name = "GUI camera"; info->viewOffset = osg::Matrix::identity(); info->projOffset = osg::Matrix::identity(); info->compositor.reset(compositor); _cameras.push_back(info); // Disable statistics for the GUI camera. camera->setStats(0); } Compositor *CameraGroup::buildVRMirrorCompositor(osg::GraphicsContext* gc, osg::Viewport *viewport) { #ifdef ENABLE_OSGXR if (VRManager::instance()->getUseMirror()) { Camera* camera = new Camera; camera->setName("VRMirror"); camera->setAllowEventFocus(false); camera->setGraphicsContext(gc); camera->setViewport(viewport); camera->setClearMask(0); camera->setInheritanceMask(CullSettings::ALL_VARIABLES & ~(CullSettings::COMPUTE_NEAR_FAR_MODE | CullSettings::CULLING_MODE | CullSettings::CLEAR_MASK )); camera->setComputeNearFarMode(CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera->setCullingMode(CullSettings::NO_CULLING); camera->setProjectionResizePolicy(Camera::FIXED); // The camera group will always update the camera camera->setReferenceFrame(Transform::ABSOLUTE_RF); // Mirror camera needs to be drawn after VR cameras and before GUI camera->setRenderOrder(Camera::POST_RENDER, 9000); // Let osgXR do the mirror camera setup VRManager::instance()->setupMirrorCamera(camera); Pass *pass = new Pass; pass->camera = camera; pass->useMastersSceneData = false; // We just build a simple Compositor directly from C++ space that // encapsulates a single osg::Camera. Compositor *compositor = new Compositor(_viewer, gc, viewport); compositor->addPass(pass); return compositor; } #endif return nullptr; } CameraGroup* CameraGroup::buildCameraGroup(osgViewer::View* view, SGPropertyNode* gnode) { CameraGroup* cgroup = new CameraGroup(view); cgroup->_listener.reset(new CameraGroupListener(cgroup, gnode)); for (int i = 0; i < gnode->nChildren(); ++i) { SGPropertyNode* pNode = gnode->getChild(i); std::string name = pNode->getNameString(); if (name == "camera") { cgroup->buildCamera(pNode); } else if (name == "window") { WindowBuilder::getWindowBuilder()->buildWindow(pNode); } else if (name == "splash") { cgroup->buildSplashCamera(pNode); } else if (name == "gui") { cgroup->buildGUICamera(pNode); } } return cgroup; } void CameraGroup::setCameraCullMasks(osg::Node::NodeMask nm) { for (auto& info : _cameras) { if (info->flags & CameraInfo::GUI) continue; info->compositor->setCullMask(nm); } } void CameraGroup::resized() { for (const auto &info : _cameras) info->compositor->resized(); } CameraInfo* CameraGroup::getGUICamera() const { auto result = std::find_if(_cameras.begin(), _cameras.end(), [](const osg::ref_ptr &i) { return (i->flags & CameraInfo::GUI) != 0; }); if (result == _cameras.end()) return 0; return (*result); } osg::Camera* getGUICamera(CameraGroup* cgroup) { return cgroup->getGUICamera()->compositor->getPass(0)->camera; } const CameraGroup::CameraList& CameraGroup::getCameras() { return _cameras; } static bool computeCameraIntersection(const CameraGroup *cgroup, const CameraInfo *cinfo, const osg::Vec2d &windowPos, osgUtil::LineSegmentIntersector::Intersections &intersections) { if (!(cinfo->flags & CameraInfo::DO_INTERSECTION_TEST)) return false; const osg::Viewport *viewport = cinfo->compositor->getViewport(); SGRect viewportRect(viewport->x(), viewport->y(), viewport->x() + viewport->width() - 1.0, viewport->y() + viewport->height()- 1.0); double epsilon = 0.5; if (!viewportRect.contains(windowPos.x(), windowPos.y(), epsilon)) return false; osg::Vec4d start(windowPos.x(), windowPos.y(), 0.0, 1.0); osg::Vec4d end(windowPos.x(), windowPos.y(), 1.0, 1.0); osg::Matrix windowMat = viewport->computeWindowMatrix(); osg::Matrix invViewMat = osg::Matrix::inverse(cinfo->viewMatrix); osg::Matrix invProjMat = osg::Matrix::inverse(cinfo->projMatrix * windowMat); start = start * invProjMat; end = end * invProjMat; start /= start.w(); end /= end.w(); start = start * invViewMat; end = end * invViewMat; osg::ref_ptr picker = new osgUtil::LineSegmentIntersector(osgUtil::Intersector::MODEL, osg::Vec3d(start.x(), start.y(), start.z()), osg::Vec3d(end.x(), end.y(), end.z())); osgUtil::IntersectionVisitor iv(picker); iv.setTraversalMask(simgear::PICK_BIT); const_cast(cgroup)->getView()->getCamera()->accept(iv); if (picker->containsIntersections()) { intersections = picker->getIntersections(); return true; } return false; } bool computeIntersections(const CameraGroup* cgroup, const osg::Vec2d& windowPos, osgUtil::LineSegmentIntersector::Intersections& intersections) { // test the GUI first CameraInfo* guiCamera = cgroup->getGUICamera(); if (guiCamera && computeCameraIntersection(cgroup, guiCamera, windowPos, intersections)) return true; // Find camera that contains event for (const auto &cinfo : cgroup->_cameras) { if (cinfo == guiCamera) continue; if (computeCameraIntersection(cgroup, cinfo, windowPos, intersections)) return true; } intersections.clear(); return false; } void warpGUIPointer(CameraGroup* cgroup, int x, int y) { using osgViewer::GraphicsWindow; osg::Camera* guiCamera = getGUICamera(cgroup); if (!guiCamera) return; osg::Viewport* vport = guiCamera->getViewport(); GraphicsWindow* gw = dynamic_cast(guiCamera->getGraphicsContext()); if (!gw) return; globals->get_renderer()->getEventHandler()->setMouseWarped(); // Translate the warp request into the viewport of the GUI camera, // send the request to the window, then transform the coordinates // for the Viewer's event queue. double wx = x + vport->x(); double wyUp = vport->height() + vport->y() - y; double wy; const osg::GraphicsContext::Traits* traits = gw->getTraits(); if (gw->getEventQueue()->getCurrentEventState()->getMouseYOrientation() == osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS) { wy = traits->height - wyUp; } else { wy = wyUp; } gw->getEventQueue()->mouseWarped(wx, wy); gw->requestWarpPointer(wx, wy); osgGA::GUIEventAdapter* eventState = cgroup->getView()->getEventQueue()->getCurrentEventState(); double viewerX = (eventState->getXmin() + ((wx / double(traits->width)) * (eventState->getXmax() - eventState->getXmin()))); double viewerY = (eventState->getYmin() + ((wyUp / double(traits->height)) * (eventState->getYmax() - eventState->getYmin()))); cgroup->getView()->getEventQueue()->mouseWarped(viewerX, viewerY); } void reloadCompositors(CameraGroup *cgroup) { cgroup->_viewer->getViewerBase()->stopThreading(); // Prevent the camera render orders increasing indefinitely with each reload Compositor::resetOrderOffset(); for (auto &info : cgroup->_cameras) { // Ignore the splash & GUI camera if (info->flags & (CameraInfo::SPLASH | CameraInfo::GUI)) continue; // Get the viewport and the graphics context from the old Compositor osg::ref_ptr viewport = info->compositor->getViewport(); osg::ref_ptr gc = info->compositor->getGraphicsContext(); osg::ref_ptr options = SGReaderWriterOptions::fromPath(globals->get_fg_root()); options->setPropertyNode(globals->get_props()); if (info->reloadCompositorCallback.valid()) info->reloadCompositorCallback->preReloadCompositor(cgroup, info); // Force deletion info->compositor.reset(nullptr); // Then replace it with a new instance std::string compositor_path = info->compositor_path.empty() ? fgGetString("/sim/rendering/default-compositor", "Compositor/default") : info->compositor_path; Compositor *compositor = nullptr; if (info->flags & CameraInfo::VR_MIRROR) compositor = cgroup->buildVRMirrorCompositor(gc, viewport); if (!compositor) compositor = Compositor::create(cgroup->_viewer, gc, viewport, compositor_path, options); info->compositor.reset(compositor); if (info->reloadCompositorCallback.valid()) info->reloadCompositorCallback->postReloadCompositor(cgroup, info); } cgroup->_viewer->getViewerBase()->startThreading(); fgSetBool("/sim/rendering/compositor-reload-required", false); } void CameraGroup::buildDefaultGroup(osgViewer::View* viewer) { // Look for windows, camera groups, and the old syntax of // top-level cameras SGPropertyNode* renderingNode = fgGetNode("/sim/rendering"); SGPropertyNode* cgroupNode = renderingNode->getNode("camera-group", true); bool oldSyntax = !cgroupNode->hasChild("camera"); if (oldSyntax) { for (int i = 0; i < renderingNode->nChildren(); ++i) { SGPropertyNode* propNode = renderingNode->getChild(i); const string propName = propNode->getNameString(); if (propName == "window" || propName == "camera") { SGPropertyNode* copiedNode = cgroupNode->getNode(propName, propNode->getIndex(), true); copyProperties(propNode, copiedNode); } } SGPropertyNodeVec cameras(cgroupNode->getChildren("camera")); SGPropertyNode* masterCamera = 0; SGPropertyNodeVec::const_iterator it; for (it = cameras.begin(); it != cameras.end(); ++it) { if ((*it)->getDoubleValue("shear-x", 0.0) == 0.0 && (*it)->getDoubleValue("shear-y", 0.0) == 0.0) { masterCamera = it->ptr(); break; } } if (!masterCamera) { WindowBuilder *windowBuilder = WindowBuilder::getWindowBuilder(); masterCamera = cgroupNode->getChild("camera", cameras.size(), true); setValue(masterCamera->getNode("window/name", true), windowBuilder->getDefaultWindowName()); // Use VR mirror compositor when VR is enabled. setValue(masterCamera->getNode("vr-mirror", true), true); } SGPropertyNode* nameNode = masterCamera->getNode("window/name"); if (nameNode) { setValue(cgroupNode->getNode("gui/window/name", true), nameNode->getStringValue()); setValue(cgroupNode->getNode("splash/window/name", true), nameNode->getStringValue()); } } CameraGroup* cgroup = buildCameraGroup(viewer, cgroupNode); setDefault(cgroup); } } // of namespace flightgear