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flightgear/src/Viewer/CameraGroup.cxx
2022-10-20 20:29:11 +08:00

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48 KiB
C++

// 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 <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include "renderer.hxx"
#include "FGEventHandler.hxx"
#include "WindowBuilder.hxx"
#include "WindowSystemAdapter.hxx"
#include "splash.hxx"
#include "sview.hxx"
#include "VRManager.hxx"
#include <simgear/math/SGRect.hxx>
#include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx> // for copyProperties
#include <simgear/structure/exception.hxx>
#include <simgear/structure/OSGUtils.hxx>
#include <simgear/scene/material/EffectCullVisitor.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/scene/viewer/Compositor.hxx>
#include <simgear/scene/viewer/CompositorUtil.hxx>
#include <algorithm>
#include <cstring>
#include <string>
#include <osg/Camera>
#include <osg/Geometry>
#include <osg/GraphicsContext>
#include <osg/io_utils>
#include <osg/Math>
#include <osg/Matrix>
#include <osg/Notify>
#include <osg/Program>
#include <osg/Quat>
#include <osg/TexMat>
#include <osg/Vec3d>
#include <osg/Viewport>
#include <osgUtil/IntersectionVisitor>
#include <osgViewer/Viewer>
#include <osgViewer/GraphicsWindow>
#include <osgViewer/Renderer>
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<SGPropertyNode_ptr> SGPropertyNodeVec;
osg::ref_ptr<CameraGroup> 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<double>(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;i<noSteps;++i)
{
//osg::Vec3 cursor = bottom+dy*(float)i;
for(int j=0;j<noSteps;++j)
{
osg::Vec2 texcoord(double(i)/double(noSteps-1), double(j)/double(noSteps-1));
double theta = texcoord.x() * 2.0 * osg::PI;
double phi = (1.0-texcoord.y()) * osg::PI;
if (texcoord_flip) texcoord.y() = 1.0f - texcoord.y();
osg::Vec3 pos(sin(phi)*sin(theta), sin(phi)*cos(theta), cos(phi));
pos = pos*projectorMatrix;
double alpha = atan2(pos.x(), pos.y());
if (alpha<0.0) alpha += 2.0*osg::PI;
double beta = atan2(sqrt(pos.x()*pos.x() + pos.y()*pos.y()), pos.z());
if (beta<0.0) beta += 2.0*osg::PI;
double gamma = atan2(sqrt(double(pos.x()*pos.x() + pos.y()*pos.y())), double(pos.z()+distance));
if (gamma<0.0) gamma += 2.0*osg::PI;
osg::Vec3 v = screenCenter + osg::Vec3(sin(alpha)*gamma*2.0/osg::PI, -cos(alpha)*gamma*2.0/osg::PI, 0.0f)*screenRadius;
if (flip)
vertices->push_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;i<noSteps-1;++i)
{
for(int j=0;j<noSteps-1;++j)
{
int i1 = j+(i+1)*noSteps;
int i2 = j+(i)*noSteps;
int i3 = j+1+(i)*noSteps;
int i4 = j+1+(i+1)*noSteps;
osg::Vec3& v1 = (*vertices)[i1];
osg::Vec3& v2 = (*vertices)[i2];
osg::Vec3& v3 = (*vertices)[i3];
osg::Vec3& v4 = (*vertices)[i4];
if ((v1-screenCenter).length()>screenRadius) 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<SGReaderWriterOptions> 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<CameraInfo> &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<double> 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<osgUtil::LineSegmentIntersector> 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<CameraGroup *>(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<GraphicsWindow*>(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<osg::Viewport> viewport = info->compositor->getViewport();
osg::ref_ptr<osg::GraphicsContext> gc =
info->compositor->getGraphicsContext();
osg::ref_ptr<SGReaderWriterOptions> 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