OpenSceneGraph/src/osgViewer/View.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osgViewer/Renderer>
#include <osgViewer/View>
#include <osgViewer/GraphicsWindow>
#include <osg/io_utils>
#include <osg/TextureCubeMap>
#include <osg/TextureRectangle>
#include <osg/Texture1D>
#include <osg/TexMat>
#include <osgUtil/Optimizer>
#include <osgUtil/ShaderGen>
#include <osgUtil/IntersectionVisitor>
using namespace osgViewer;
class CollectedCoordinateSystemNodesVisitor : public osg::NodeVisitor
{
public:
CollectedCoordinateSystemNodesVisitor():
NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN) {}
META_NodeVisitor("osgViewer","CollectedCoordinateSystemNodesVisitor")
virtual void apply(osg::Node& node)
{
traverse(node);
}
virtual void apply(osg::CoordinateSystemNode& node)
{
if (_pathToCoordinateSystemNode.empty())
{
osg::notify(osg::INFO)<<"Found CoordianteSystemNode node"<<std::endl;
osg::notify(osg::INFO)<<" CoordinateSystem = "<<node.getCoordinateSystem()<<std::endl;
_pathToCoordinateSystemNode = getNodePath();
}
else
{
osg::notify(osg::INFO)<<"Found additional CoordianteSystemNode node, but ignoring"<<std::endl;
osg::notify(osg::INFO)<<" CoordinateSystem = "<<node.getCoordinateSystem()<<std::endl;
}
traverse(node);
}
osg::NodePath _pathToCoordinateSystemNode;
};
/** callback class to use to allow matrix manipulators to query the application for the local coordinate frame.*/
class ViewerCoordinateFrameCallback : public osgGA::MatrixManipulator::CoordinateFrameCallback
{
public:
ViewerCoordinateFrameCallback(osgViewer::View* view):
_view(view) {}
virtual osg::CoordinateFrame getCoordinateFrame(const osg::Vec3d& position) const
{
osg::notify(osg::INFO)<<"getCoordinateFrame("<<position<<")"<<std::endl;
osg::NodePath tmpPath = _view->getCoordinateSystemNodePath();
if (!tmpPath.empty())
{
osg::Matrixd coordinateFrame;
osg::CoordinateSystemNode* csn = dynamic_cast<osg::CoordinateSystemNode*>(tmpPath.back());
if (csn)
{
osg::Vec3 local_position = position*osg::computeWorldToLocal(tmpPath);
// get the coordinate frame in world coords.
coordinateFrame = csn->computeLocalCoordinateFrame(local_position)* osg::computeLocalToWorld(tmpPath);
// keep the position of the coordinate frame to reapply after rescale.
osg::Vec3d pos = coordinateFrame.getTrans();
// compensate for any scaling, so that the coordinate frame is a unit size
osg::Vec3d x(1.0,0.0,0.0);
osg::Vec3d y(0.0,1.0,0.0);
osg::Vec3d z(0.0,0.0,1.0);
x = osg::Matrixd::transform3x3(x,coordinateFrame);
y = osg::Matrixd::transform3x3(y,coordinateFrame);
z = osg::Matrixd::transform3x3(z,coordinateFrame);
From Mathias Froehlich, "This is a generic optimization that does not depend on any cpu or instruction set. The optimization is based on the observation that matrix matrix multiplication with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a transform, or scale matrix is only 4^2 operations. Which is a gain of a *FACTOR*4* for these special cases. The change implements these special cases, provides a unit test for these implementation and converts uses of the expensiver dense matrix matrix routine with the specialized versions. Depending on the transform nodes in the scenegraph this change gives a noticable improovement. For example the osgforest code using the MatrixTransform is about 20% slower than the same codepath using the PositionAttitudeTransform instead of the MatrixTransform with this patch applied. If I remember right, the sse type optimizations did *not* provide a factor 4 improovement. Also these changes are totally independent of any cpu or instruction set architecture. So I would prefer to have this current kind of change instead of some hand coded and cpu dependent assembly stuff. If we need that hand tuned stuff, these can go on top of this changes which must provide than hand optimized additional variants for the specialized versions to give a even better result in the end. An other change included here is a change to rotation matrix from quaterion code. There is a sqrt call which couold be optimized away. Since we divide in effect by sqrt(length)*sqrt(length) which is just length ... "
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coordinateFrame.preMultScale(osg::Vec3d(1.0/x.length(),1.0/y.length(),1.0/z.length()));
// reapply the position.
coordinateFrame.setTrans(pos);
osg::notify(osg::INFO)<<"csn->computeLocalCoordinateFrame(position)* osg::computeLocalToWorld(tmpPath)"<<coordinateFrame<<std::endl;
}
else
{
osg::notify(osg::INFO)<<"osg::computeLocalToWorld(tmpPath)"<<std::endl;
coordinateFrame = osg::computeLocalToWorld(tmpPath);
}
return coordinateFrame;
}
else
{
osg::notify(osg::INFO)<<" no coordinate system found, using default orientation"<<std::endl;
return osg::Matrixd::translate(position);
}
}
protected:
virtual ~ViewerCoordinateFrameCallback() {}
osg::observer_ptr<osgViewer::View> _view;
};
View::View():
_fusionDistanceMode(osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE),
_fusionDistanceValue(1.0f)
{
// osg::notify(osg::NOTICE)<<"Constructing osgViewer::View"<<std::endl;
_startTick = 0;
_frameStamp = new osg::FrameStamp;
_frameStamp->setFrameNumber(0);
_frameStamp->setReferenceTime(0);
_frameStamp->setSimulationTime(0);
_scene = new Scene;
// make sure View is safe to reference multi-threaded.
setThreadSafeRefUnref(true);
// need to attach a Renderer to the master camera which has been default constructed
getCamera()->setRenderer(createRenderer(getCamera()));
setEventQueue(new osgGA::EventQueue);
setStats(new osg::Stats("View"));
}
View::View(const osgViewer::View& view, const osg::CopyOp& copyop):
osg::View(view,copyop),
osgGA::GUIActionAdapter(),
_fusionDistanceMode(view._fusionDistanceMode),
_fusionDistanceValue(view._fusionDistanceValue)
{
_scene = new Scene;
// need to attach a Renderer to the master camera which has been default constructed
getCamera()->setRenderer(createRenderer(getCamera()));
setEventQueue(new osgGA::EventQueue);
setStats(new osg::Stats("View"));
}
View::~View()
{
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osg::notify(osg::INFO)<<"Destructing osgViewer::View"<<std::endl;
}
void View::take(osg::View& rhs)
{
osg::View::take(rhs);
#if 1
osgViewer::View* rhs_osgViewer = dynamic_cast<osgViewer::View*>(&rhs);
if (rhs_osgViewer)
{
// copy across rhs
_startTick = rhs_osgViewer->_startTick;
_frameStamp = rhs_osgViewer->_frameStamp;
if (rhs_osgViewer->getSceneData())
{
_scene = rhs_osgViewer->_scene;
}
if (rhs_osgViewer->_cameraManipulator.valid())
{
_cameraManipulator = rhs_osgViewer->_cameraManipulator;
}
_eventHandlers.insert(_eventHandlers.end(), rhs_osgViewer->_eventHandlers.begin(), rhs_osgViewer->_eventHandlers.end());
_coordinateSystemNodePath = rhs_osgViewer->_coordinateSystemNodePath;
_displaySettings = rhs_osgViewer->_displaySettings;
_fusionDistanceMode = rhs_osgViewer->_fusionDistanceMode;
_fusionDistanceValue = rhs_osgViewer->_fusionDistanceValue;
// clear rhs
rhs_osgViewer->_frameStamp = 0;
rhs_osgViewer->_scene = 0;
rhs_osgViewer->_cameraManipulator = 0;
rhs_osgViewer->_eventHandlers.clear();
rhs_osgViewer->_coordinateSystemNodePath.clear();
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rhs_osgViewer->_displaySettings = 0;
}
#endif
computeActiveCoordinateSystemNodePath();
assignSceneDataToCameras();
}
osg::GraphicsOperation* View::createRenderer(osg::Camera* camera)
{
Renderer* render = new Renderer(camera);
camera->setStats(new osg::Stats("Camera"));
return render;
}
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void View::init()
{
osg::notify(osg::INFO)<<"View::init()"<<std::endl;
osg::ref_ptr<osgGA::GUIEventAdapter> initEvent = _eventQueue->createEvent();
initEvent->setEventType(osgGA::GUIEventAdapter::FRAME);
if (_cameraManipulator.valid())
{
_cameraManipulator->init(*initEvent, *this);
}
}
void View::setStartTick(osg::Timer_t tick)
{
_startTick = tick;
}
void View::setSceneData(osg::Node* node)
{
if (node==_scene->getSceneData()) return;
osg::ref_ptr<Scene> scene = Scene::getScene(node);
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if (scene)
{
osg::notify(osg::INFO)<<"View::setSceneData() Sharing scene "<<scene.get()<<std::endl;
_scene = scene;
}
else
{
if (_scene->referenceCount()!=1)
{
// we are not the only reference to the Scene so we cannot reuse it.
_scene = new Scene;
osg::notify(osg::INFO)<<"View::setSceneData() Allocating new scene"<<_scene.get()<<std::endl;
}
else
{
osg::notify(osg::INFO)<<"View::setSceneData() Reusing exisitng scene"<<_scene.get()<<std::endl;
}
_scene->setSceneData(node);
}
if (getSceneData())
{
#if defined(OSG_GLES2_AVAILABLE)
osgUtil::ShaderGenVisitor sgv;
getSceneData()->accept(sgv);
#endif
// now make sure the scene graph is set up with the correct DataVariance to protect the dynamic elements of
// the scene graph from being run in parallel.
osgUtil::Optimizer::StaticObjectDetectionVisitor sodv;
getSceneData()->accept(sodv);
// make sure that existing scene graph objects are allocated with thread safe ref/unref
if (getViewerBase() &&
getViewerBase()->getThreadingModel()!=ViewerBase::SingleThreaded)
{
getSceneData()->setThreadSafeRefUnref(true);
}
// update the scene graph so that it has enough GL object buffer memory for the graphics contexts that will be using it.
getSceneData()->resizeGLObjectBuffers(osg::DisplaySettings::instance()->getMaxNumberOfGraphicsContexts());
}
computeActiveCoordinateSystemNodePath();
assignSceneDataToCameras();
}
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void View::setDatabasePager(osgDB::DatabasePager* dp)
{
_scene->setDatabasePager(dp);
}
osgDB::DatabasePager* View::getDatabasePager()
{
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return _scene->getDatabasePager();
}
const osgDB::DatabasePager* View::getDatabasePager() const
{
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return _scene->getDatabasePager();
}
void View::setImagePager(osgDB::ImagePager* dp)
{
_scene->setImagePager(dp);
}
osgDB::ImagePager* View::getImagePager()
{
return _scene->getImagePager();
}
const osgDB::ImagePager* View::getImagePager() const
{
return _scene->getImagePager();
}
void View::setCameraManipulator(osgGA::MatrixManipulator* manipulator)
{
_cameraManipulator = manipulator;
if (_cameraManipulator.valid())
{
_cameraManipulator->setCoordinateFrameCallback(new ViewerCoordinateFrameCallback(this));
if (getSceneData()) _cameraManipulator->setNode(getSceneData());
osg::ref_ptr<osgGA::GUIEventAdapter> dummyEvent = _eventQueue->createEvent();
_cameraManipulator->home(*dummyEvent, *this);
}
}
void View::home()
{
if (_cameraManipulator.valid())
{
osg::ref_ptr<osgGA::GUIEventAdapter> dummyEvent = _eventQueue->createEvent();
_cameraManipulator->home(*dummyEvent, *this);
}
}
void View::addEventHandler(osgGA::GUIEventHandler* eventHandler)
{
EventHandlers::iterator itr = std::find(_eventHandlers.begin(), _eventHandlers.end(), eventHandler);
if (itr == _eventHandlers.end())
{
_eventHandlers.push_back(eventHandler);
}
}
void View::removeEventHandler(osgGA::GUIEventHandler* eventHandler)
{
EventHandlers::iterator itr = std::find(_eventHandlers.begin(), _eventHandlers.end(), eventHandler);
if (itr != _eventHandlers.end())
{
_eventHandlers.erase(itr);
}
}
void View::setCoordinateSystemNodePath(const osg::NodePath& nodePath)
{
_coordinateSystemNodePath.clear();
std::copy(nodePath.begin(),
nodePath.end(),
std::back_inserter(_coordinateSystemNodePath));
}
osg::NodePath View::getCoordinateSystemNodePath() const
{
osg::NodePath nodePath;
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for(ObserverNodePath::const_iterator itr = _coordinateSystemNodePath.begin();
itr != _coordinateSystemNodePath.end();
++itr)
{
nodePath.push_back(const_cast<osg::Node*>(itr->get()));
}
return nodePath;
}
void View::computeActiveCoordinateSystemNodePath()
{
// now search for CoordinateSystemNode's for which we want to track.
osg::Node* subgraph = getSceneData();
if (subgraph)
{
CollectedCoordinateSystemNodesVisitor ccsnv;
subgraph->accept(ccsnv);
if (!ccsnv._pathToCoordinateSystemNode.empty())
{
setCoordinateSystemNodePath(ccsnv._pathToCoordinateSystemNode);
return;
}
}
// otherwise no node path found so reset to empty.
setCoordinateSystemNodePath(osg::NodePath());
}
void View::setUpViewAcrossAllScreens()
{
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
osg::DisplaySettings* ds = _displaySettings.valid() ? _displaySettings.get() : osg::DisplaySettings::instance();
double fovy, aspectRatio, zNear, zFar;
_camera->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
osg::GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
// displayNum has not been set so reset it to 0.
if (si.displayNum<0) si.displayNum = 0;
unsigned int numScreens = wsi->getNumScreens(si);
if (numScreens==1)
{
if (si.screenNum<0) si.screenNum = 0;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
if (ds->getStereo())
{
switch(ds->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break;
case(osg::DisplaySettings::VERTICAL_INTERLACE):
case(osg::DisplaySettings::CHECKERBOARD):
case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break;
default: break;
}
}
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
_camera->setGraphicsContext(gc.get());
osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
if (gw)
{
osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<<std::endl;
gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
}
else
{
osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
}
double newAspectRatio = double(traits->width) / double(traits->height);
double aspectRatioChange = newAspectRatio / aspectRatio;
if (aspectRatioChange != 1.0)
{
_camera->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0);
}
_camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
_camera->setDrawBuffer(buffer);
_camera->setReadBuffer(buffer);
}
else
{
double translate_x = 0.0;
for(unsigned int i=0; i<numScreens; ++i)
{
si.screenNum = i;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
translate_x += double(width) / (double(height) * aspectRatio);
}
bool stereoSlitScreens = numScreens==2 &&
ds->getStereoMode()==osg::DisplaySettings::HORIZONTAL_SPLIT &&
ds->getStereo();
for(unsigned int i=0; i<numScreens; ++i)
{
si.screenNum = i;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->screenNum = i;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
if (ds->getStereo())
{
switch(ds->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break;
case(osg::DisplaySettings::VERTICAL_INTERLACE):
case(osg::DisplaySettings::CHECKERBOARD):
case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break;
default: break;
}
}
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
if (gw)
{
osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<<gw<<std::endl;
gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(traits->x, traits->y, traits->width, traits->height );
}
else
{
osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
}
camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
if (stereoSlitScreens)
{
unsigned int leftCameraNum = (ds->getSplitStereoHorizontalEyeMapping()==osg::DisplaySettings::LEFT_EYE_LEFT_VIEWPORT) ? 0 : 1;
osg::ref_ptr<osg::DisplaySettings> ds_local = new osg::DisplaySettings(*ds);
ds_local->setStereoMode(leftCameraNum==i ? osg::DisplaySettings::LEFT_EYE : osg::DisplaySettings::RIGHT_EYE);
camera->setDisplaySettings(ds_local.get());
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd() );
}
else
{
double newAspectRatio = double(traits->width) / double(traits->height);
double aspectRatioChange = newAspectRatio / aspectRatio;
addSlave(camera.get(), osg::Matrixd::translate( translate_x - aspectRatioChange, 0.0, 0.0) * osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0), osg::Matrixd() );
translate_x -= aspectRatioChange * 2.0;
}
}
}
assignSceneDataToCameras();
}
void View::setUpViewInWindow(int x, int y, int width, int height, unsigned int screenNum)
{
osg::DisplaySettings* ds = _displaySettings.valid() ? _displaySettings.get() : osg::DisplaySettings::instance();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->readDISPLAY();
if (traits->displayNum<0) traits->displayNum = 0;
traits->screenNum = screenNum;
traits->x = x;
traits->y = y;
traits->width = width;
traits->height = height;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
if (ds->getStereo())
{
switch(ds->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break;
case(osg::DisplaySettings::VERTICAL_INTERLACE):
case(osg::DisplaySettings::CHECKERBOARD):
case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break;
default: break;
}
}
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
_camera->setGraphicsContext(gc.get());
osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
if (gw)
{
osg::notify(osg::INFO)<<"View::setUpViewOnSingleScreen - GraphicsWindow has been created successfully."<<std::endl;
gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(x, y, width, height );
}
else
{
osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
}
double fovy, aspectRatio, zNear, zFar;
_camera->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
double newAspectRatio = double(traits->width) / double(traits->height);
double aspectRatioChange = newAspectRatio / aspectRatio;
if (aspectRatioChange != 1.0)
{
_camera->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0);
}
_camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
_camera->setDrawBuffer(buffer);
_camera->setReadBuffer(buffer);
}
void View::setUpViewOnSingleScreen(unsigned int screenNum)
{
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"View::setUpViewOnSingleScreen() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
osg::DisplaySettings* ds = _displaySettings.valid() ? _displaySettings.get() : osg::DisplaySettings::instance();
osg::GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
// displayNum has not been set so reset it to 0.
if (si.displayNum<0) si.displayNum = 0;
si.screenNum = screenNum;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
if (ds->getStereo())
{
switch(ds->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break;
case(osg::DisplaySettings::VERTICAL_INTERLACE):
case(osg::DisplaySettings::CHECKERBOARD):
case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break;
default: break;
}
}
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
_camera->setGraphicsContext(gc.get());
osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
if (gw)
{
osg::notify(osg::INFO)<<"View::setUpViewOnSingleScreen - GraphicsWindow has been created successfully."<<std::endl;
gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
}
else
{
osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
}
double fovy, aspectRatio, zNear, zFar;
_camera->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
double newAspectRatio = double(traits->width) / double(traits->height);
double aspectRatioChange = newAspectRatio / aspectRatio;
if (aspectRatioChange != 1.0)
{
_camera->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0);
}
_camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
_camera->setDrawBuffer(buffer);
_camera->setReadBuffer(buffer);
}
static osg::Geometry* create3DSphericalDisplayDistortionMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector, double sphere_radius, double collar_radius,osg::Image* intensityMap, const osg::Matrix& projectorMatrix)
{
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 centerProjection = false;
osg::Vec3d projector = eye - osg::Vec3d(0.0,0.0, distance);
osg::notify(osg::INFO)<<"create3DSphericalDisplayDistortionMesh : Projector position = "<<projector<<std::endl;
osg::notify(osg::INFO)<<"create3DSphericalDisplayDistortionMesh : distance = "<<distance<<std::endl;
// 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 = 50;
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec3Array* texcoords0 = new osg::Vec3Array;
osg::Vec2Array* texcoords1 = intensityMap==0 ? new osg::Vec2Array : 0;
osg::Vec4Array* colors = new osg::Vec4Array;
osg::Vec3 bottom = origin;
osg::Vec3 dx = xAxis*(width/((float)(noSteps-1)));
osg::Vec3 dy = yAxis*(height/((float)(noSteps-1)));
osg::Vec3d screenCenter = origin + widthVector*0.5f + heightVector*0.5f;
float screenRadius = heightVector.length() * 0.5f;
osg::Vec3 cursor = bottom;
int i,j;
if (centerProjection)
{
for(i=0;i<noSteps;++i)
{
osg::Vec3 cursor = bottom+dy*(float)i;
for(j=0;j<noSteps;++j)
{
osg::Vec2 delta(cursor.x() - screenCenter.x(), cursor.y() - screenCenter.y());
double theta = atan2(-delta.y(), delta.x());
double phi = osg::PI_2 * delta.length() / screenRadius;
if (phi > osg::PI_2) phi = osg::PI_2;
phi *= 2.0;
if (theta<0.0) theta += 2.0*osg::PI;
// osg::notify(osg::NOTICE)<<"theta = "<<theta<< "phi="<<phi<<std::endl;
osg::Vec3 texcoord(sin(phi) * cos(theta),
sin(phi) * sin(theta),
cos(phi));
vertices->push_back(cursor);
texcoords0->push_back(texcoord * projectorMatrix);
osg::Vec2 texcoord1(theta/(2.0*osg::PI), 1.0f - phi/osg::PI_2);
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 );
}
cursor += dx;
}
// osg::notify(osg::NOTICE)<<std::endl;
}
}
else
{
for(i=0;i<noSteps;++i)
{
osg::Vec3 cursor = bottom+dy*(float)i;
for(j=0;j<noSteps;++j)
{
osg::Vec2 delta(cursor.x() - screenCenter.x(), cursor.y() - screenCenter.y());
double theta = atan2(-delta.y(), delta.x());
double phi = osg::PI_2 * delta.length() / screenRadius;
if (phi > osg::PI_2) phi = osg::PI_2;
if (theta<0.0) theta += 2.0*osg::PI;
// osg::notify(osg::NOTICE)<<"theta = "<<theta<< "phi="<<phi<<std::endl;
double f = distance * sin(phi);
double e = distance * cos(phi) + sqrt( sphere_radius*sphere_radius - f*f);
double l = e * cos(phi);
double h = e * sin(phi);
double z = l - distance;
osg::Vec3 texcoord(h * cos(theta) / sphere_radius,
h * sin(theta) / sphere_radius,
z / sphere_radius);
vertices->push_back(cursor);
texcoords0->push_back(texcoord * projectorMatrix);
osg::Vec2 texcoord1(theta/(2.0*osg::PI), 1.0f - phi/osg::PI_2);
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 );
}
cursor += dx;
}
// osg::notify(osg::NOTICE)<<std::endl;
}
}
// 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);
for(i=0;i<noSteps-1;++i)
{
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP);
for(j=0;j<noSteps;++j)
{
elements->push_back(j+(i+1)*noSteps);
elements->push_back(j+(i)*noSteps);
}
geometry->addPrimitiveSet(elements);
}
return geometry;
}
void View::setUpViewFor3DSphericalDisplay(double radius, double collar, unsigned int screenNum, osg::Image* intensityMap, const osg::Matrixd& projectorMatrix)
{
osg::notify(osg::INFO)<<"View::setUpViewFor3DSphericalDisplay(rad="<<radius<<", cllr="<<collar<<", sn="<<screenNum<<", im="<<intensityMap<<")"<<std::endl;
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
osg::GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
// displayNum has not been set so reset it to 0.
if (si.displayNum<0) si.displayNum = 0;
si.screenNum = screenNum;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
{
osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<<std::endl;
return;
}
bool applyIntensityMapAsColours = true;
int tex_width = 512;
int tex_height = 512;
int camera_width = tex_width;
int camera_height = tex_height;
osg::TextureCubeMap* texture = new osg::TextureCubeMap;
texture->setTextureSize(tex_width, tex_height);
texture->setInternalFormat(GL_RGB);
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
// front face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Front face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_Y);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
}
// top face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Top face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_Z);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 1.0,0.0,0.0));
}
// left face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Left face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_X);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,1.0,0.0) * osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,0.0,1.0));
}
// right face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Right face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_X);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,1.0,0.0 ) * osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,0.0,1.0));
}
// bottom face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setName("Bottom face camera");
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_Z);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 1.0,0.0,0.0) * osg::Matrixd::rotate(osg::inDegrees(180.0f), 0.0,0.0,1.0));
}
// back face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Back face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_Y);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(180.0f), 1.0,0.0,0.0));
}
getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0);
// distortion correction set up.
{
osg::Geode* geode = new osg::Geode();
geode->addDrawable(create3DSphericalDisplayDistortionMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), radius, collar, applyIntensityMapAsColours ? intensityMap : 0, projectorMatrix));
// new we need to add the texture to the mesh, we do so by creating a
// StateSet to contain the Texture StateAttribute.
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
if (!applyIntensityMapAsColours && intensityMap)
{
stateset->setTextureAttributeAndModes(1, new osg::Texture2D(intensityMap), osg::StateAttribute::ON);
}
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
camera->setViewport(new osg::Viewport(0, 0, width, height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setAllowEventFocus(false);
camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);
//camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setProjectionMatrixAsOrtho2D(0,width,0,height);
camera->setViewMatrix(osg::Matrix::identity());
// add subgraph to render
camera->addChild(geode);
camera->setName("DistortionCorrectionCamera");
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false);
}
getCamera()->setNearFarRatio(0.0001f);
if (getLightingMode()==osg::View::HEADLIGHT)
{
// set a local light source for headlight to ensure that lighting is consistent across sides of cube.
getLight()->setPosition(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
}
}
static osg::Geometry* createParoramicSphericalDisplayDistortionMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector, double sphere_radius, double collar_radius, osg::Image* intensityMap, const osg::Matrix& projectorMatrix)
{
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;
osg::Vec3d projector = eye - osg::Vec3d(0.0,0.0, distance);
osg::notify(osg::INFO)<<"createParoramicSphericalDisplayDistortionMesh : Projector position = "<<projector<<std::endl;
osg::notify(osg::INFO)<<"createParoramicSphericalDisplayDistortionMesh : distance = "<<distance<<std::endl;
// 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 bottom = origin;
osg::Vec3 dx = xAxis*(width/((float)(noSteps-2)));
osg::Vec3 dy = yAxis*(height/((float)(noSteps-1)));
osg::Vec3 top = origin + yAxis*height;
osg::Vec3 screenCenter = origin + widthVector*0.5f + heightVector*0.5f;
float screenRadius = heightVector.length() * 0.5f;
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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;
}
void View::setUpViewForPanoramicSphericalDisplay(double radius, double collar, unsigned int screenNum, osg::Image* intensityMap, const osg::Matrixd& projectorMatrix)
{
osg::notify(osg::INFO)<<"View::setUpViewForPanoramicSphericalDisplay(rad="<<radius<<", cllr="<<collar<<", sn="<<screenNum<<", im="<<intensityMap<<")"<<std::endl;
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
osg::GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
// displayNum has not been set so reset it to 0.
if (si.displayNum<0) si.displayNum = 0;
si.screenNum = screenNum;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
bool applyIntensityMapAsColours = true;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
{
osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<<std::endl;
return;
}
int tex_width = width;
int tex_height = height;
int camera_width = tex_width;
int camera_height = tex_height;
osg::TextureRectangle* texture = new osg::TextureRectangle;
texture->setTextureSize(tex_width, tex_height);
texture->setInternalFormat(GL_RGB);
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
2007-10-31 19:06:33 +08:00
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
// front face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Front face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
}
// distortion correction set up.
{
osg::Geode* geode = new osg::Geode();
geode->addDrawable(createParoramicSphericalDisplayDistortionMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), radius, collar, applyIntensityMapAsColours ? intensityMap : 0, projectorMatrix));
// new we need to add the texture to the mesh, we do so by creating a
// StateSet to contain the Texture StateAttribute.
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::TexMat* texmat = new osg::TexMat;
texmat->setScaleByTextureRectangleSize(true);
stateset->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON);
if (!applyIntensityMapAsColours && intensityMap)
{
stateset->setTextureAttributeAndModes(1, new osg::Texture2D(intensityMap), osg::StateAttribute::ON);
}
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
camera->setViewport(new osg::Viewport(0, 0, width, height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setAllowEventFocus(false);
camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);
//camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setProjectionMatrixAsOrtho2D(0,width,0,height);
camera->setViewMatrix(osg::Matrix::identity());
// add subgraph to render
camera->addChild(geode);
camera->setName("DistortionCorrectionCamera");
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false);
}
}
void View::setUpViewForWoWVxDisplay(unsigned int screenNum, unsigned char wow_content, unsigned char wow_factor, unsigned char wow_offset, float wow_disparity_Zd, float wow_disparity_vz, float wow_disparity_M, float wow_disparity_C)
{
osg::notify(osg::INFO)<<"View::setUpViewForWoWVxDisplay(...)"<<std::endl;
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
osg::GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
// displayNum has not been set so reset it to 0.
if (si.displayNum<0) si.displayNum = 0;
si.screenNum = screenNum;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
{
osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<<std::endl;
return;
}
int tex_width = width;
int tex_height = height;
int camera_width = tex_width;
int camera_height = tex_height;
osg::Texture2D* texture = new osg::Texture2D;
texture->setTextureSize(tex_width, tex_height);
texture->setInternalFormat(GL_RGB);
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
osg::Texture2D* textureD = new osg::Texture2D;
textureD->setTextureSize(tex_width, tex_height);
textureD->setInternalFormat(GL_DEPTH_COMPONENT);
textureD->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
textureD->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
// front face
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Front face camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture);
camera->attach(osg::Camera::DEPTH_BUFFER, textureD);
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
}
// WoW display set up.
{
osg::Texture1D *textureHeader = new osg::Texture1D();
// Set up the header
{
unsigned char header[]= {0xF1,wow_content,wow_factor,wow_offset,0x00,0x00,0x00,0x00,0x00,0x00};
// Calc the CRC32
{
unsigned long _register = 0;
for(int i = 0; i < 10; ++i) {
unsigned char mask = 0x80;
unsigned char byte = header[i];
for (int j = 0; j < 8; ++j)
{
bool topBit = (_register & 0x80000000) != 0;
_register <<= 1;
_register ^= ((byte & mask) != 0? 0x1: 0x0);
if (topBit)
{
_register ^= 0x04c11db7;
}
mask >>= 1;
}
}
unsigned char *p = (unsigned char*) &_register;
for(size_t i = 0; i < 4; ++i)
{
header[i+6] = p[3-i];
}
}
osg::ref_ptr<osg::Image> imageheader = new osg::Image();
imageheader->allocateImage(256,1,1,GL_LUMINANCE,GL_UNSIGNED_BYTE);
{
unsigned char *cheader = imageheader->data();
for (int x=0; x<256; ++x){
cheader[x] = 0;
}
for (int x=0; x<=9; ++x){
for (int y=7; y>=0; --y){
int i = 2*(7-y)+16*x;
cheader[i] = (((1<<(y))&(header[x])) << (7-(y)));
}
}
}
textureHeader->setImage(imageheader.get());
}
// Create the Screen Aligned Quad
osg::Geode* geode = new osg::Geode();
{
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0,height,0));
vertices->push_back(osg::Vec3(0,0,0));
vertices->push_back(osg::Vec3(width,0,0));
vertices->push_back(osg::Vec3(width,height,0));
geom->setVertexArray(vertices);
osg::Vec2Array* tex = new osg::Vec2Array;
tex->push_back(osg::Vec2(0,1));
tex->push_back(osg::Vec2(0,0));
tex->push_back(osg::Vec2(1,0));
tex->push_back(osg::Vec2(1,1));
geom->setTexCoordArray(0,tex);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
geode->addDrawable(geom);
// new we need to add the textures to the quad, and setting up the shader.
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0, textureHeader,osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(1, texture,osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(2, textureD,osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::ref_ptr<osg::Program> programShader = new osg::Program();
stateset->setAttribute(programShader.get(), osg::StateAttribute::ON);
stateset->addUniform( new osg::Uniform("wow_width", (int)width));
stateset->addUniform( new osg::Uniform("wow_height", (int)height));
stateset->addUniform( new osg::Uniform("wow_disparity_M", wow_disparity_M));
stateset->addUniform( new osg::Uniform("wow_disparity_Zd", wow_disparity_Zd));
stateset->addUniform( new osg::Uniform("wow_disparity_vz", wow_disparity_vz));
stateset->addUniform( new osg::Uniform("wow_disparity_C", wow_disparity_C));
stateset->addUniform(new osg::Uniform("wow_header", 0));
stateset->addUniform(new osg::Uniform("wow_tcolor", 1));
stateset->addUniform(new osg::Uniform("wow_tdepth", 2));
osg::Shader *frag = new osg::Shader(osg::Shader::FRAGMENT);
frag->setShaderSource(" "\
" uniform sampler1D wow_header; " \
" uniform sampler2D wow_tcolor; " \
" uniform sampler2D wow_tdepth; " \
" " \
" uniform int wow_width; " \
" uniform int wow_height; " \
" uniform float wow_disparity_M; " \
" uniform float wow_disparity_Zd; " \
" uniform float wow_disparity_vz; " \
" uniform float wow_disparity_C; " \
" " \
" float disparity(float Z) " \
" { " \
" return (wow_disparity_M*(1.0-(wow_disparity_vz/(Z-wow_disparity_Zd+wow_disparity_vz))) " \
" + wow_disparity_C) / 255.0; " \
" } " \
" " \
" void main() " \
" { " \
" vec2 pos = (gl_FragCoord.xy / vec2(wow_width/2,wow_height) ); " \
" if (gl_FragCoord.x > float(wow_width/2)) " \
" { " \
" gl_FragColor = vec4(disparity(( texture2D(wow_tdepth, pos - vec2(1,0))).z)); " \
" } " \
" else{ " \
" gl_FragColor = texture2D(wow_tcolor, pos); " \
" } " \
" if ( (gl_FragCoord.y >= float(wow_height-1)) && (gl_FragCoord.x < 256.0) ) " \
" { " \
" float pos = gl_FragCoord.x/256.0; " \
" float blue = texture1D(wow_header, pos).b; " \
" if ( blue < 0.5) " \
" gl_FragColor.b = 0.0; " \
" else " \
" gl_FragColor.b = 1.0; " \
" } " \
" } " );
programShader->addShader(frag);
}
// Create the Camera
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
camera->setViewport(new osg::Viewport(0, 0, width, height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setAllowEventFocus(false);
camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);
//camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setProjectionMatrixAsOrtho2D(0,width,0,height);
camera->setViewMatrix(osg::Matrix::identity());
// add subgraph to render
camera->addChild(geode);
camera->setName("WoWCamera");
addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false);
}
}
}
void View::assignSceneDataToCameras()
{
2007-02-21 22:17:15 +08:00
// osg::notify(osg::NOTICE)<<"View::assignSceneDataToCameras()"<<std::endl;
osg::Node* sceneData = _scene.valid() ? _scene->getSceneData() : 0;
if (_cameraManipulator.valid())
{
_cameraManipulator->setNode(sceneData);
osg::ref_ptr<osgGA::GUIEventAdapter> dummyEvent = _eventQueue->createEvent();
_cameraManipulator->home(*dummyEvent, *this);
}
if (_camera.valid())
{
_camera->removeChildren(0,_camera->getNumChildren());
if (sceneData) _camera->addChild(sceneData);
Renderer* renderer = dynamic_cast<Renderer*>(_camera->getRenderer());
if (renderer) renderer->setCompileOnNextDraw(true);
}
for(unsigned i=0; i<getNumSlaves(); ++i)
{
Slave& slave = getSlave(i);
if (slave._camera.valid() && slave._useMastersSceneData)
{
slave._camera->removeChildren(0,slave._camera->getNumChildren());
if (sceneData) slave._camera->addChild(sceneData);
Renderer* renderer = dynamic_cast<Renderer*>(slave._camera->getRenderer());
if (renderer) renderer->setCompileOnNextDraw(true);
}
}
}
void View::requestRedraw()
{
if (getViewerBase())
{
getViewerBase()->_requestRedraw = true;
}
else
{
osg::notify(osg::INFO)<<"View::requestRedraw(), No viewer base has been assigned yet."<<std::endl;
}
}
void View::requestContinuousUpdate(bool flag)
{
if (getViewerBase())
{
getViewerBase()->_requestContinousUpdate = flag;
}
else
{
osg::notify(osg::INFO)<<"View::requestContinuousUpdate(), No viewer base has been assigned yet."<<std::endl;
}
}
void View::requestWarpPointer(float x,float y)
{
2007-01-17 00:01:01 +08:00
osg::notify(osg::INFO)<<"View::requestWarpPointer("<<x<<","<<y<<")"<<std::endl;
float local_x, local_y;
const osg::Camera* camera = getCameraContainingPosition(x, y, local_x, local_y);
if (camera)
{
const osgViewer::GraphicsWindow* gw = dynamic_cast<const osgViewer::GraphicsWindow*>(camera->getGraphicsContext());
if (gw)
{
getEventQueue()->mouseWarped(x,y);
if (gw->getEventQueue()->getCurrentEventState()->getMouseYOrientation()==osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS)
{
local_y = gw->getTraits()->height - local_y;
}
const_cast<osgViewer::GraphicsWindow*>(gw)->getEventQueue()->mouseWarped(local_x,local_y);
const_cast<osgViewer::GraphicsWindow*>(gw)->requestWarpPointer(local_x, local_y);
}
}
else
{
2007-01-17 00:01:01 +08:00
osg::notify(osg::INFO)<<"View::requestWarpPointer failed no camera containing pointer"<<std::endl;
}
}
bool View::containsCamera(const osg::Camera* camera) const
{
if (_camera == camera) return true;
for(unsigned i=0; i<getNumSlaves(); ++i)
{
const Slave& slave = getSlave(i);
if (slave._camera == camera) return true;
}
return false;
}
const osg::Camera* View::getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const
{
const osgGA::GUIEventAdapter* eventState = getEventQueue()->getCurrentEventState();
const osgViewer::GraphicsWindow* gw = dynamic_cast<const osgViewer::GraphicsWindow*>(eventState->getGraphicsContext());
bool view_invert_y = eventState->getMouseYOrientation()==osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS;
2007-01-17 00:01:01 +08:00
double epsilon = 0.5;
if (_camera->getGraphicsContext() &&
(!gw || _camera->getGraphicsContext()==gw) &&
_camera->getViewport())
{
const osg::Viewport* viewport = _camera->getViewport();
double new_x = x;
double new_y = y;
if (!gw)
{
new_x = static_cast<double>(_camera->getGraphicsContext()->getTraits()->width) * (x - eventState->getXmin())/(eventState->getXmax()-eventState->getXmin());
new_y = view_invert_y ?
static_cast<double>(_camera->getGraphicsContext()->getTraits()->height) * (1.0 - (y- eventState->getYmin())/(eventState->getYmax()-eventState->getYmin())) :
static_cast<double>(_camera->getGraphicsContext()->getTraits()->height) * (y - eventState->getYmin())/(eventState->getYmax()-eventState->getXmin());
}
if (viewport &&
new_x >= (viewport->x()-epsilon) && new_y >= (viewport->y()-epsilon) &&
new_x < (viewport->x()+viewport->width()-1.0+epsilon) && new_y <= (viewport->y()+viewport->height()-1.0+epsilon) )
{
local_x = new_x;
local_y = new_y;
osg::notify(osg::INFO)<<"Returning master camera"<<std::endl;
return _camera.get();
}
}
osg::Matrix masterCameraVPW = getCamera()->getViewMatrix() * getCamera()->getProjectionMatrix();
// convert to non dimensional
x = (x - eventState->getXmin()) * 2.0 / (eventState->getXmax()-eventState->getXmin()) - 1.0;
y = (y - eventState->getYmin())* 2.0 / (eventState->getYmax()-eventState->getYmin()) - 1.0;
if (view_invert_y) y = - y;
for(int i=getNumSlaves()-1; i>=0; --i)
{
const Slave& slave = getSlave(i);
if (slave._camera.valid() &&
slave._camera->getAllowEventFocus() &&
slave._camera->getRenderTargetImplementation()==osg::Camera::FRAME_BUFFER)
{
osg::notify(osg::INFO)<<"Testing slave camera "<<slave._camera->getName()<<std::endl;
const osg::Camera* camera = slave._camera.get();
const osg::Viewport* viewport = camera ? camera->getViewport() : 0;
osg::Matrix localCameraVPW = camera->getViewMatrix() * camera->getProjectionMatrix();
if (viewport) localCameraVPW *= viewport->computeWindowMatrix();
osg::Matrix matrix( osg::Matrix::inverse(masterCameraVPW) * localCameraVPW );
osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
2007-02-22 04:47:32 +08:00
//osg::notify(osg::NOTICE)<<" x="<<x<<" y="<<y<<std::endl;;
//osg::notify(osg::NOTICE)<<" eventState->getXmin()="<<eventState->getXmin()<<" eventState->getXmax()="<<eventState->getXmax()<<std::endl;;
//osg::notify(osg::NOTICE)<<" new_coord "<<new_coord<<std::endl;;
if (viewport &&
new_coord.x() >= (viewport->x()-epsilon) && new_coord.y() >= (viewport->y()-epsilon) &&
new_coord.x() < (viewport->x()+viewport->width()-1.0+epsilon) && new_coord.y() <= (viewport->y()+viewport->height()-1.0+epsilon) )
{
2007-02-22 04:47:32 +08:00
// osg::notify(osg::NOTICE)<<" in viewport "<<std::endl;;
local_x = new_coord.x();
local_y = new_coord.y();
return camera;
}
else
{
2007-02-22 04:47:32 +08:00
// osg::notify(osg::NOTICE)<<" not in viewport "<<viewport->x()<<" "<<(viewport->x()+viewport->width())<<std::endl;;
}
}
}
local_x = x;
local_y = y;
return 0;
}
bool View::computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections, osg::Node::NodeMask traversalMask)
{
if (!_camera.valid()) return false;
float local_x, local_y = 0.0;
const osg::Camera* camera = getCameraContainingPosition(x, y, local_x, local_y);
if (!camera) camera = _camera.get();
2007-01-17 01:08:47 +08:00
osgUtil::LineSegmentIntersector::CoordinateFrame cf = camera->getViewport() ? osgUtil::Intersector::WINDOW : osgUtil::Intersector::PROJECTION;
osg::ref_ptr< osgUtil::LineSegmentIntersector > picker = new osgUtil::LineSegmentIntersector(cf, local_x, local_y);
2007-01-17 01:08:47 +08:00
#if 0
osg::notify(osg::NOTICE)<<"View::computeIntersections(x="<<x<<", y="<<y<<", local_x="<<local_x<<", local_y="<<local_y<<") "<<cf<<std::endl;
osg::notify(osg::NOTICE)<<" viewport ("<<camera->getViewport()->x()<<","<<camera->getViewport()->y()<<","<<camera->getViewport()->width()<<","<<camera->getViewport()->height()<<")"<<std::endl;
const osg::GraphicsContext::Traits* traits = camera->getGraphicsContext() ? camera->getGraphicsContext()->getTraits() : 0;
if (traits)
{
osg::notify(osg::NOTICE)<<" window ("<<traits->x<<","<<traits->y<<","<<traits->width<<","<<traits->height<<")"<<std::endl;
}
#endif
osgUtil::IntersectionVisitor iv(picker.get());
iv.setTraversalMask(traversalMask);
#if 1
const_cast<osg::Camera*>(camera)->accept(iv);
#else
// timing test code paths for comparing KdTree based intersections vs conventional intersections
iv.setUseKdTreeWhenAvailable(true);
iv.setDoDummyTraversal(true);
const_cast<osg::Camera*>(camera)->accept(iv);
osg::Timer_t before = osg::Timer::instance()->tick();
const_cast<osg::Camera*>(camera)->accept(iv);
osg::Timer_t after_dummy = osg::Timer::instance()->tick();
int intersectsBeforeKdTree = picker->getIntersections().size();
iv.setDoDummyTraversal(false);
const_cast<osg::Camera*>(camera)->accept(iv);
osg::Timer_t after_kdTree_2 = osg::Timer::instance()->tick();
int intersectsBeforeConventional = picker->getIntersections().size();
iv.setUseKdTreeWhenAvailable(false);
const_cast<osg::Camera*>(camera)->accept(iv);
osg::Timer_t after = osg::Timer::instance()->tick();
int intersectsAfterConventional = picker->getIntersections().size();
double timeDummy = osg::Timer::instance()->delta_m(before, after_dummy);
double timeKdTree = osg::Timer::instance()->delta_m(after_dummy, after_kdTree_2);
double timeConventional = osg::Timer::instance()->delta_m(after_kdTree_2, after);
osg::notify(osg::NOTICE)<<"Using Dummy "<<timeDummy<<std::endl;
osg::notify(osg::NOTICE)<<" KdTrees "<<timeKdTree
<<"\tNum intersects = "<<intersectsBeforeConventional-intersectsBeforeKdTree<<std::endl;
osg::notify(osg::NOTICE)<<" KdTrees - Traversal "<<timeKdTree-timeDummy<<std::endl;
osg::notify(osg::NOTICE)<<" Conventional "<<timeConventional
<<"\tNum intersects = "<<intersectsAfterConventional-intersectsBeforeConventional<<std::endl;
osg::notify(osg::NOTICE)<<" Conventional - Traversal "<<timeConventional-timeDummy<<std::endl;
osg::notify(osg::NOTICE)<<" Delta "<<timeConventional/timeKdTree<<std::endl;
osg::notify(osg::NOTICE)<<" Delta sans Traversal "<<(timeConventional-timeDummy)/(timeKdTree-timeDummy)<<std::endl;
osg::notify(osg::NOTICE)<<std::endl;
#endif
if (picker->containsIntersections())
{
intersections = picker->getIntersections();
return true;
}
else
{
intersections.clear();
return false;
}
}
bool View::computeIntersections(float x,float y, const osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask)
{
if (!_camera.valid() || nodePath.empty()) return false;
float local_x, local_y = 0.0;
const osg::Camera* camera = getCameraContainingPosition(x, y, local_x, local_y);
if (!camera) camera = _camera.get();
osg::Matrixd matrix;
if (nodePath.size()>1)
{
osg::NodePath prunedNodePath(nodePath.begin(),nodePath.end()-1);
matrix = osg::computeLocalToWorld(prunedNodePath);
}
matrix.postMult(camera->getViewMatrix());
matrix.postMult(camera->getProjectionMatrix());
double zNear = -1.0;
double zFar = 1.0;
if (camera->getViewport())
{
matrix.postMult(camera->getViewport()->computeWindowMatrix());
zNear = 0.0;
zFar = 1.0;
}
osg::Matrixd inverse;
inverse.invert(matrix);
osg::Vec3d startVertex = osg::Vec3d(local_x,local_y,zNear) * inverse;
osg::Vec3d endVertex = osg::Vec3d(local_x,local_y,zFar) * inverse;
osg::ref_ptr< osgUtil::LineSegmentIntersector > picker = new osgUtil::LineSegmentIntersector(osgUtil::Intersector::MODEL, startVertex, endVertex);
osgUtil::IntersectionVisitor iv(picker.get());
iv.setTraversalMask(traversalMask);
nodePath.back()->accept(iv);
if (picker->containsIntersections())
{
intersections = picker->getIntersections();
return true;
}
else
{
intersections.clear();
return false;
}
}