188 lines
5.1 KiB
C++
188 lines
5.1 KiB
C++
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#include <osg/CullStack>
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using namespace osg;
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CullStack::CullStack()
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{
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_cullingMode = ENABLE_ALL_CULLING;
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_smallFeatureCullingPixelSize = 3.0f;
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}
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CullStack::~CullStack()
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{
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reset();
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}
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void CullStack::reset()
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{
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//
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// first unref all referenced objects and then empty the containers.
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//
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_projectionStack.clear();
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_modelviewStack.clear();
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_viewportStack.clear();
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_eyePointStack.clear();
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_clipspaceCullingStack.clear();
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_projectionCullingStack.clear();
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_modelviewCullingStack.clear();
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osg::Vec3 lookVector(0.0,0.0,-1.0);
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_bbCornerFar = (lookVector.x()>=0?1:0) |
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(lookVector.y()>=0?2:0) |
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(lookVector.z()>=0?4:0);
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_bbCornerNear = (~_bbCornerFar)&7;
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}
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void CullStack::pushCullingSet()
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{
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_MVPW_Stack.push_back(0L);
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if (_modelviewStack.empty())
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{
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_modelviewCullingStack.push_back(_projectionCullingStack.back());
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}
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else
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{
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const osg::Viewport& W = *_viewportStack.back();
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const osg::Matrix& P = *_projectionStack.back();
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const osg::Matrix& M = *_modelviewStack.back();
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// pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix.
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// here we do it in short hand with the knowledge of how the window matrix is formed
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// note P23,P33 are multiplied by an implicit 1 which would come from the window matrix.
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// Robert Osfield, June 2002.
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float P00 = P(0,0)*W.width()*0.5f;
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float P20 = P(2,0)*W.width()*0.5f + P(2,3)*W.width()*0.5f;
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osg::Vec3 scale(M(0,0)*P00 + M(0,2)*P20,
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M(1,0)*P00 + M(1,2)*P20,
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M(2,0)*P00 + M(2,2)*P20);
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float P23 = P(2,3);
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float P33 = P(3,3);
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osg::Vec4 pixelSizeVector2(M(0,2)*P23,
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M(1,2)*P23,
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M(2,2)*P23,
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M(3,2)*P23 + M(3,3)*P33);
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pixelSizeVector2 /= scale.length();
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//cout << "pixelSizeVector = "<<pixelSizeVector<<" pixelSizeVector2="<<pixelSizeVector2<<endl;
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_modelviewCullingStack.push_back(osgNew osg::CullingSet(*_projectionCullingStack.back(),*_modelviewStack.back(),pixelSizeVector2));
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}
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}
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void CullStack::popCullingSet()
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{
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_MVPW_Stack.pop_back();
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_modelviewCullingStack.pop_back();
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}
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void CullStack::pushViewport(osg::Viewport* viewport)
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{
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_viewportStack.push_back(viewport);
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_MVPW_Stack.push_back(0L);
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}
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void CullStack::popViewport()
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{
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_viewportStack.pop_back();
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_MVPW_Stack.pop_back();
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}
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void CullStack::pushProjectionMatrix(Matrix* matrix)
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{
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_projectionStack.push_back(matrix);
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osg::CullingSet* cullingSet = osgNew osg::CullingSet();
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cullingSet->getFrustum().setToUnitFrustumWithoutNearFar();
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cullingSet->getFrustum().transformProvidingInverse(*matrix);
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cullingSet->setSmallFeatureCullingPixelSize(_smallFeatureCullingPixelSize);
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_projectionCullingStack.push_back(cullingSet);
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//_projectionCullingStack.push_back(osgNew osg::CullingSet(*_clipspaceCullingStack.back(),*matrix));
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pushCullingSet();
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}
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void CullStack::popProjectionMatrix()
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{
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_projectionStack.pop_back();
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_projectionCullingStack.pop_back();
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popCullingSet();
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}
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void CullStack::pushModelViewMatrix(Matrix* matrix)
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{
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_modelviewStack.push_back(matrix);
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pushCullingSet();
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// fast method for computing the eye point in local coords which doesn't require the inverse matrix.
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const float x_0 = (*matrix)(0,0);
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const float x_1 = (*matrix)(1,0);
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const float x_2 = (*matrix)(2,0);
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const float x_scale = (*matrix)(3,0) / -(x_0*x_0+x_1*x_1+x_2*x_2);
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const float y_0 = (*matrix)(0,1);
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const float y_1 = (*matrix)(1,1);
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const float y_2 = (*matrix)(2,1);
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const float y_scale = (*matrix)(3,1) / -(y_0*y_0+y_1*y_1+y_2*y_2);
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const float z_0 = (*matrix)(0,2);
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const float z_1 = (*matrix)(1,2);
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const float z_2 = (*matrix)(2,2);
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const float z_scale = (*matrix)(3,2) / -(z_0*z_0+z_1*z_1+z_2*z_2);
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_eyePointStack.push_back(osg::Vec3(x_0*x_scale + y_0*y_scale + z_0*z_scale,
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x_1*x_scale + y_1*y_scale + z_1*z_scale,
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x_2*x_scale + y_2*y_scale + z_2*z_scale));
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osg::Vec3 lookVector = getLookVectorLocal();
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_bbCornerFar = (lookVector.x()>=0?1:0) |
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(lookVector.y()>=0?2:0) |
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(lookVector.z()>=0?4:0);
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_bbCornerNear = (~_bbCornerFar)&7;
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}
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void CullStack::popModelViewMatrix()
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{
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_modelviewStack.pop_back();
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_eyePointStack.pop_back();
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popCullingSet();
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osg::Vec3 lookVector(0.0f,0.0f,-1.0f);
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if (!_modelviewStack.empty())
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{
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lookVector = getLookVectorLocal();
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}
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_bbCornerFar = (lookVector.x()>=0?1:0) |
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(lookVector.y()>=0?2:0) |
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(lookVector.z()>=0?4:0);
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_bbCornerNear = (~_bbCornerFar)&7;
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}
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