OpenSceneGraph/src/osgUtil/SceneView.cpp

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#include <osgUtil/SceneView>
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#include <osgUtil/AppVisitor>
#include <osgUtil/DisplayListVisitor>
#include <osg/Notify>
#include <osg/Texture>
#include <osg/AlphaFunc>
#include <osg/TexEnv>
#include <osg/ColorMatrix>
#include <osg/LightModel>
#include <osg/GLU>
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using namespace osg;
using namespace osgUtil;
SceneView::SceneView(DisplaySettings* ds)
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{
_displaySettings = ds;
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_calc_nearfar = true;
_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
_near_plane = 1.0f;
_far_plane = 1.0f;
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_lodBias = 1.0f;
_lightingMode=HEADLIGHT;
_prioritizeTextures = false;
_viewport = osgNew Viewport;
_initCalled = false;
_cullMask = 0xffffffff;
_cullMaskLeft = 0xffffffff;
_cullMaskRight = 0xffffffff;
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}
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SceneView::~SceneView()
{
}
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void SceneView::setDefaults()
{
_globalState = osgNew osg::StateSet;
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_lightingMode=HEADLIGHT;
_light = osgNew osg::Light;
_light->setLightNum(0);
_light->setAmbient(Vec4(0.00f,0.0f,0.00f,1.0f));
_light->setDiffuse(Vec4(0.8f,0.8f,0.8f,1.0f));
_light->setSpecular(Vec4(1.0f,1.0f,1.0f,1.0f));
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_state = osgNew State;
_camera = osgNew Camera(_displaySettings.get());
_rendergraph = osgNew RenderGraph;
_renderStage = osgNew RenderStage;
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#ifndef __sgi
// sgi's IR graphics has a problem with lighting and display lists, as it seems to store
// lighting state with the display list, and the display list visitor doesn't currently apply
// state before creating display lists. So will disable the init visitor default, this won't
// affect functionality since the display lists will be created as and when needed.
DisplayListVisitor* dlv = osgNew DisplayListVisitor();
dlv->setState(_state.get());
dlv->setNodeMaskOverride(0xffffffff);
_initVisitor = dlv;
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#endif
_appVisitor = osgNew AppVisitor;
_cullVisitor = osgNew CullVisitor;
_cullVisitor->setRenderGraph(_rendergraph.get());
_cullVisitor->setRenderStage(_renderStage.get());
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_globalState->setGlobalDefaults();
// enable lighting by default.
_globalState->setMode(GL_LIGHTING, osg::StateAttribute::ON);
_light->setStateSetModes(*_globalState,osg::StateAttribute::ON);
// enable depth testing by default.
_globalState->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
// set up an alphafunc by default to speed up blending operations.
osg::AlphaFunc* alphafunc = osgNew osg::AlphaFunc;
alphafunc->setFunction(osg::AlphaFunc::GREATER,0.0f);
_globalState->setAttributeAndModes(alphafunc, osg::StateAttribute::ON);
// set up an alphafunc by default to speed up blending operations.
osg::TexEnv* texenv = osgNew osg::TexEnv;
texenv->setMode(osg::TexEnv::MODULATE);
_globalState->setAttributeAndModes(texenv, osg::StateAttribute::ON);
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osg::LightModel* lightmodel = osgNew osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
_globalState->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
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_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
_cullMask = 0xffffffff;
_cullMaskLeft = 0xffffffff;
_cullMaskLeft = 0xffffffff;
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}
void SceneView::init()
{
_initCalled = true;
if (_sceneData.valid() && _initVisitor.valid())
{
_initVisitor->reset();
_initVisitor->setFrameStamp(_frameStamp.get());
if (_frameStamp.valid())
{
_initVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
}
_sceneData->accept(*_initVisitor.get());
}
}
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void SceneView::app()
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{
if (!_initCalled) init();
if (_sceneData.valid() && _appVisitor.valid())
{
_appVisitor->reset();
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_appVisitor->setFrameStamp(_frameStamp.get());
// use the frame number for the traversal number.
if (_frameStamp.valid())
{
_appVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
}
_sceneData->accept(*_appVisitor.get());
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}
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}
void SceneView::cull()
{
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_state->reset();
osg::ref_ptr<osg::Matrix> projection = _projectionMatrix.get();
osg::ref_ptr<osg::Matrix> modelview = _modelviewMatrix.get();
if (_camera.valid())
{
_camera->adjustAspectRatio(_viewport->aspectRatio());
if (_displaySettings.valid())
_camera->setScreenDistance(_displaySettings->getScreenDistance());
if (!projection) projection = osgNew osg::Matrix(_camera->getProjectionMatrix());
if (!modelview) modelview = osgNew osg::Matrix(_camera->getModelViewMatrix());
}
if (!projection) projection = osgNew osg::Matrix();
if (!modelview) modelview = osgNew osg::Matrix();
if (_displaySettings.valid() && _displaySettings->getStereo())
{
float fusionDistance = _displaySettings->getScreenDistance();
if (_camera.valid())
{
fusionDistance = _camera->getFusionDistance();
}
float iod = _displaySettings->getEyeSeperation();
float sd = _displaySettings->getScreenDistance();
float es = 0.5f*iod*(fusionDistance/sd);
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if (!_cullVisitorLeft.valid()) _cullVisitorLeft = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
if (!_rendergraphLeft.valid()) _rendergraphLeft = dynamic_cast<RenderGraph*>(_rendergraph->cloneType());
if (!_renderStageLeft.valid()) _renderStageLeft = dynamic_cast<RenderStage*>(_renderStage->cloneType());
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if (!_cullVisitorRight.valid()) _cullVisitorRight = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
if (!_rendergraphRight.valid()) _rendergraphRight = dynamic_cast<RenderGraph*>(_rendergraph->cloneType());
if (!_renderStageRight.valid()) _renderStageRight = dynamic_cast<RenderStage*>(_renderStage->cloneType());
// set up the left eye.
osg::ref_ptr<osg::Matrix> projectionLeft = osgNew osg::Matrix(osg::Matrix(1.0f,0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,0.0f,
iod/(2.0f*sd),0.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,1.0f)*
(*projection));
osg::ref_ptr<osg::Matrix> modelviewLeft = osgNew osg::Matrix( (*modelview) *
osg::Matrix(1.0f,0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,0.0f,
0.0f,0.0f,1.0f,0.0f,
es,0.0f,0.0f,1.0f));
_cullVisitorLeft->setTraversalMask(_cullMaskLeft);
cullStage(projectionLeft.get(),modelviewLeft.get(),_cullVisitorLeft.get(),_rendergraphLeft.get(),_renderStageLeft.get());
// set up the right eye.
osg::ref_ptr<osg::Matrix> projectionRight = osgNew osg::Matrix(osg::Matrix(1.0f,0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,0.0f,
-iod/(2.0f*sd),0.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,1.0f)*
(*projection));
osg::ref_ptr<osg::Matrix> modelviewRight = osgNew osg::Matrix( (*modelview) *
osg::Matrix(1.0f,0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,0.0f,
0.0f,0.0f,1.0f,0.0f,
-es,0.0f,0.0f,1.0f));
_cullVisitorRight->setTraversalMask(_cullMaskRight);
cullStage(projectionRight.get(),modelviewRight.get(),_cullVisitorRight.get(),_rendergraphRight.get(),_renderStageRight.get());
}
else
{
_cullVisitor->setTraversalMask(_cullMask);
cullStage(projection.get(),modelview.get(),_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
}
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if (_camera.valid())
{
_camera->setNearFar(_near_plane,_far_plane);
}
}
void SceneView::cullStage(osg::Matrix* projection,osg::Matrix* modelview,osgUtil::CullVisitor* cullVisitor, osgUtil::RenderGraph* rendergraph, osgUtil::RenderStage* renderStage)
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{
if (!_sceneData || !_viewport->valid()) return;
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if (!_initCalled) init();
if (!_state)
{
osg::notify(osg::WARN) << "Warning: no valid osgUtil::SceneView::_state"<< std::endl;
osg::notify(osg::WARN) << " creating a state automatically."<< std::endl;
// note the constructor for osg::State will set ContextID to 0.
_state = osgNew osg::State;
}
// we in theory should be able to be able to bypass reset, but we'll call it just incase.
_state->reset();
_state->setFrameStamp(_frameStamp.get());
_state->setDisplaySettings(_displaySettings.get());
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cullVisitor->reset();
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cullVisitor->setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
if (_frameStamp.valid())
{
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cullVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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cullVisitor->setLODBias(_lodBias);
cullVisitor->setEarthSky(NULL); // reset earth sky on each frame.
cullVisitor->setRenderGraph(rendergraph);
cullVisitor->setRenderStage(renderStage);
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// // SandB
// //now make it compute "clipping directions" needed for detailed culling
// if(cullVisitor->getDetailedCulling())
// cullVisitor->calcClippingDirections();//only once pre frame
renderStage->reset();
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// comment out reset of rendergraph since clean is more efficient.
// rendergraph->reset();
// use clean of the rendergraph rather than reset, as it is able to
// reuse the structure on the rendergraph in the next frame. This
// achieves a certain amount of frame cohereancy of memory allocation.
rendergraph->clean();
renderStage->setViewport(_viewport.get());
renderStage->setClearColor(_backgroundColor);
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switch(_lightingMode)
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{
case(HEADLIGHT):
renderStage->addLight(_light.get(),NULL);
break;
case(SKY_LIGHT):
renderStage->addLight(_light.get(),modelview);
break;
case(NO_SCENEVIEW_LIGHT):
break;
}
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if (_globalState.valid()) cullVisitor->pushStateSet(_globalState.get());
cullVisitor->pushViewport(_viewport.get());
cullVisitor->pushProjectionMatrix(projection);
cullVisitor->pushModelViewMatrix(modelview);
// traverse the scene graph to generate the rendergraph.
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_sceneData->accept(*cullVisitor);
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if (_globalState.valid()) cullVisitor->popStateSet();
cullVisitor->popModelViewMatrix();
cullVisitor->popProjectionMatrix();
cullVisitor->popViewport();
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const osg::EarthSky* earthSky = cullVisitor->getEarthSky();
if (earthSky)
{
if (earthSky->getRequiresClear())
{
renderStage->setClearColor(earthSky->getClearColor());
renderStage->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// really should set clear mask here, but what to? Need
// to consider the stencil and accumulation buffers..
// will defer to later. Robert Osfield. October 2001.
}
else
{
// we have an earth sky implementation to do the work for use
// so we don't need to clear.
renderStage->setClearMask(0);
}
}
if (_calc_nearfar)
{
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_near_plane = cullVisitor->getCalculatedNearPlane();
_far_plane = cullVisitor->getCalculatedFarPlane();
if (_near_plane<=_far_plane)
{
// shift the far plane slight further away from the eye point.
// and shift the near plane slightly near the eye point, this
// will give a little space betwenn the near and far planes
// and the model, crucial when the naer and far planes are
// coincedent.
_far_plane *= 1.05;
_near_plane *= 0.95;
// // if required clamp the near plane to prevent negative or near zero
// // near planes.
// if(!cullVisitor->getDetailedCulling())
// {
float min_near_plane = _far_plane*0.0005f;
if (_near_plane<min_near_plane) _near_plane=min_near_plane;
// }
}
else
{
_near_plane = 1.0f;
_far_plane = 1000.0f;
}
}
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// prune out any empty RenderGraph children.
// note, this would be not required if the rendergraph had been
// reset at the start of each frame (see top of this method) but
// a clean has been used instead to try to minimize the amount of
// allocation and deleteing of the RenderGraph nodes.
rendergraph->prune();
}
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void SceneView::draw()
{
if (_displaySettings.valid() && _displaySettings->getStereo())
{
switch(_displaySettings->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER):
{
glDrawBuffer(GL_BACK_LEFT);
drawStage(_renderStageLeft.get());
glDrawBuffer(GL_BACK_RIGHT);
drawStage(_renderStageRight.get());
}
break;
case(osg::DisplaySettings::ANAGLYPHIC):
{
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// draw left eye.
osg::ref_ptr<osg::ColorMask> red = osgNew osg::ColorMask;
red->setMask(true,false,false,true);
_globalState->setAttribute(red.get());
_renderStageLeft->setColorMask(red.get());
drawStage(_renderStageLeft.get());
// draw right eye.
osg::ref_ptr<osg::ColorMask> green = osgNew osg::ColorMask;
green->setMask(false,true,true,true);
_globalState->setAttribute(green.get());
_renderStageRight->setColorMask(green.get());
drawStage(_renderStageRight.get());
}
break;
case(osg::DisplaySettings::HORIZONTAL_SPLIT):
{
int left_half = _viewport->width()/2;
int right_half = _viewport->width()-left_half;
// draw left eye.
osg::ref_ptr<osg::Viewport> viewportLeft = osgNew osg::Viewport;
viewportLeft->setViewport(_viewport->x(),_viewport->y(),left_half,_viewport->height());
_renderStageLeft->setViewport(viewportLeft.get());
drawStage(_renderStageLeft.get());
// draw right eye.
osg::ref_ptr<osg::Viewport> viewportRight = osgNew osg::Viewport;
viewportRight->setViewport(_viewport->x()+left_half,_viewport->y(),right_half,_viewport->height());
_renderStageRight->setViewport(viewportRight.get());
drawStage(_renderStageRight.get());
}
break;
case(osg::DisplaySettings::VERTICAL_SPLIT):
{
int bottom_half = _viewport->height()/2;
int top_half = _viewport->height()-bottom_half;
// draw left eye.
// assume left eye at top, this could be implementation dependant...
osg::ref_ptr<osg::Viewport> viewportLeft = osgNew osg::Viewport;
viewportLeft->setViewport(_viewport->x(),_viewport->y()+bottom_half,_viewport->width(),top_half);
_renderStageLeft->setViewport(viewportLeft.get());
drawStage(_renderStageLeft.get());
// draw right eye.
// assume right eye at top, this could be implementation dependant...
osg::ref_ptr<osg::Viewport> viewportRight = osgNew osg::Viewport;
viewportRight->setViewport(_viewport->x(),_viewport->y(),_viewport->width(),bottom_half);
_renderStageRight->setViewport(viewportRight.get());
drawStage(_renderStageRight.get());
}
break;
default:
{
osg::notify(osg::NOTICE)<<"Warning: stereo camera mode not implemented yet."<< std::endl;
drawStage(_renderStageLeft.get());
}
break;
}
}
else
{
// bog standard draw.
drawStage(_renderStage.get());
}
}
void SceneView::drawStage(osgUtil::RenderStage* renderStage)
{
if (!_sceneData || !_viewport->valid()) return;
// note, to support multi-pipe systems the deletion of OpenGL display list
// and texture objects is deferred until the OpenGL context is the correct
// context for when the object were originally created. Here we know what
// context we are in so can flush the appropriate caches.
osg::Drawable::flushDeletedDisplayLists(_state->getContextID());
osg::Texture::flushDeletedTextureObjects(_state->getContextID());
RenderLeaf* previous = NULL;
renderStage->draw(*_state,previous);
GLenum errorNo = glGetError();
if (errorNo!=GL_NO_ERROR)
{
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osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"'"<< std::endl;
}
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}
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/** Calculate, via glUnProject, the object coordinates of a window point.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. As per OpenGL
windows coordinates are calculated relative to the bottom left of the window.*/
bool SceneView::projectWindowIntoObject(const osg::Vec3& window,osg::Vec3& object) const
{
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return _camera->unproject(window,*_viewport,object);
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}
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/** Calculate, via glUnProject, the object coordinates of a window x,y
when projected onto the near and far planes.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. As per OpenGL
windows coordinates are calculated relative to the bottom left of the window.*/
bool SceneView::projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const
{
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bool result_near = _camera->unproject(Vec3(x,y,0.0f),*_viewport,near_point);
bool result_far = _camera->unproject(Vec3(x,y,1.0f),*_viewport,far_point);
return result_near & result_far;
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}
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/** Calculate, via glProject, the object coordinates of a window.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. As per OpenGL
windows coordinates are calculated relative to the bottom left of the window.*/
bool SceneView::projectObjectIntoWindow(const osg::Vec3& object,osg::Vec3& window) const
{
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return _camera->project(object,*_viewport,window);
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}