OpenSceneGraph/include/osgUtil/CullVisitor

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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.
*/
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#ifndef OSGUTIL_CULLVISITOR
#define OSGUTIL_CULLVISITOR 1
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#include <osg/NodeVisitor>
#include <osg/BoundingSphere>
#include <osg/BoundingBox>
#include <osg/Matrix>
#include <osg/Drawable>
#include <osg/StateSet>
#include <osg/State>
#include <osg/Impostor>
#include <osg/ClearNode>
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#include <osg/Notify>
#include <osg/Notify>
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#include <osg/CullStack>
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#include <osgUtil/RenderGraph>
#include <osgUtil/RenderStage>
#include <map>
#include <vector>
#include <osg/Vec3>
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namespace osgUtil {
/**
* Basic NodeVisitor implementation for rendering a scene.
* This visitor traverses the scene graph, collecting transparent and
* opaque osg::Drawables into a depth sorted transparent bin and a state
* sorted opaque bin. The opaque bin is rendered first, and then the
* transparent bin in rendered in order from the furthest osg::Drawable
* from the eye to the one nearest the eye.
*/
class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor, public osg::CullStack
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{
public:
CullVisitor();
virtual ~CullVisitor();
virtual CullVisitor* cloneType() const { return new CullVisitor(); }
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virtual void reset();
virtual osg::Vec3 getEyePoint() const { return getEyeLocal(); }
virtual float getDistanceToEyePoint(const osg::Vec3& pos, bool withLODScale) const;
virtual float getDistanceFromEyePoint(const osg::Vec3& pos, bool withLODScale) const;
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virtual void apply(osg::Node&);
virtual void apply(osg::Geode& node);
virtual void apply(osg::Billboard& node);
virtual void apply(osg::LightSource& node);
virtual void apply(osg::ClipNode& node);
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virtual void apply(osg::Group& node);
virtual void apply(osg::Transform& node);
virtual void apply(osg::Projection& node);
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virtual void apply(osg::Switch& node);
virtual void apply(osg::LOD& node);
virtual void apply(osg::ClearNode& node);
virtual void apply(osg::OccluderNode& node);
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virtual void apply(osg::Impostor& node);
void setClearNode(const osg::ClearNode* earthSky) { _clearNode = earthSky; }
const osg::ClearNode* getClearNode() const { return _clearNode.get(); }
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/** Switch the creation of Impostors on or off.
* Setting active to false forces the CullVisitor to use the Impostor
* LOD children for rendering. Setting active to true forces the
* CullVisitor to create the appropriate pre-rendering stages which
* render to the ImpostorSprite's texture.*/
void setImpostorsActive(bool active) { _impostorActive = active; }
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/** Get whether impostors are active or not. */
bool getImpostorsActive() const { return _impostorActive; }
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/** Set the impostor error threshold.
* Used in calculation of whether impostors remain valid.*/
void setImpostorPixelErrorThreshold(float numPixels) { _impostorPixelErrorThreshold=numPixels; }
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/** Get the impostor error threshold.*/
float getImpostorPixelErrorThreshold() const { return _impostorPixelErrorThreshold; }
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/** Set whether ImpsotorSprite's should be placed in a depth sorted bin for rendering.*/
void setDepthSortImpostorSprites(bool doDepthSort) { _depthSortImpostorSprites = doDepthSort; }
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/** Get whether ImpsotorSprite's are depth sorted bin for rendering.*/
bool setDepthSortImpostorSprites() const { return _depthSortImpostorSprites; }
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/** Set the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
* before being recycled.*/
void setNumberOfFrameToKeepImpostorSprites(int numFrames) { _numFramesToKeepImpostorSprites = numFrames; }
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/** Get the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
* before being recycled.*/
int getNumberOfFrameToKeepImpostorSprites() const { return _numFramesToKeepImpostorSprites; }
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enum ComputeNearFarMode
{
DO_NOT_COMPUTE_NEAR_FAR = 0,
COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES,
COMPUTE_NEAR_FAR_USING_PRIMITIVES
};
void setComputeNearFarMode(ComputeNearFarMode cnfm) { _computeNearFar=cnfm; }
ComputeNearFarMode getComputeNearFarMode() const { return _computeNearFar;}
void setNearFarRatio(float ratio) { _nearFarRatio = ratio; }
float getNearFarRatio() const { return _nearFarRatio; }
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/** Push state set on the current state group.
* If the state exists in a child state group of the current
* state group then move the current state group to that child.
* Otherwise, create a new state group for the state set, add
* it to the current state group then move the current state
* group pointer to the new state group.
*/
inline void pushStateSet(const osg::StateSet* ss)
{
_currentRenderGraph = _currentRenderGraph->find_or_insert(ss);
if (ss->useRenderBinDetails())
{
_currentRenderBin = _currentRenderBin->find_or_insert(ss->getBinNumber(),ss->getBinName());
}
}
/** Pop the top state set and hence associated state group.
* Move the current state group to the parent of the popped
* state group.
*/
inline void popStateSet()
{
if (_currentRenderGraph->_stateset->useRenderBinDetails())
{
_currentRenderBin = _currentRenderBin->_parent;
}
_currentRenderGraph = _currentRenderGraph->_parent;
}
inline void setRenderGraph(RenderGraph* rg)
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{
_rootRenderGraph = rg;
_currentRenderGraph = rg;
}
inline RenderGraph* getRootRenderGraph()
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{
return _rootRenderGraph.get();
}
inline RenderGraph* getCurrentRenderGraph()
{
return _currentRenderGraph;
}
inline void setRenderStage(RenderStage* rg)
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{
_rootRenderStage = rg;
_currentRenderBin = rg;
}
inline RenderStage* getRenderStage()
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{
return _rootRenderStage.get();
}
inline RenderBin* getCurrentRenderBin()
{
return _currentRenderBin;
}
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inline void setCurrentRenderBin(RenderBin* rb)
{
_currentRenderBin = rb;
}
inline float getCalculatedNearPlane() const { return _computed_znear; }
inline float getCalculatedFarPlane() const { return _computed_zfar; }
void updateCalculatedNearFar(const osg::Matrix& matrix,const osg::Drawable& drawable) { updateCalculatedNearFar(matrix,drawable.getBound()); }
void updateCalculatedNearFar(const osg::Matrix& matrix,const osg::BoundingBox& bb);
void updateCalculatedNearFar(const osg::Vec3& pos);
/** Add a drawable to current render graph.*/
inline void addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix);
/** Add a drawable and depth to current render graph.*/
inline void addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth);
/** Add an attribute which is positioned related to the modelview matrix.*/
inline void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr);
/** reimplement CullStack's popProjectionMatrix() adding clamping of the projection matrix to the computed near and far.*/
virtual void popProjectionMatrix();
void setState(osg::State* state) { _state = state; }
osg::State* getState() { return _state.get(); }
const osg::State* getState() const { return _state.get(); }
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protected:
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// /** prevent unwanted copy construction.*/
// CullVisitor(const CullVisitor&): osg::NodeVisitor(), osg::CullStack() {}
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/** prevent unwanted copy operator.*/
CullVisitor& operator = (const CullVisitor&) { return *this; }
inline void handle_cull_callbacks_and_traverse(osg::Node& node)
{
osg::NodeCallback* callback = node.getCullCallback();
if (callback) (*callback)(&node,this);
else traverse(node);
}
inline void handle_cull_callbacks_and_accept(osg::Node& node,osg::Node* acceptNode)
{
osg::NodeCallback* callback = node.getCullCallback();
if (callback) (*callback)(&node,this);
else acceptNode->accept(*this);
}
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/** create an impostor sprite by setting up a pre-rendering stage
* to generate the impostor texture. */
osg::ImpostorSprite* createImpostorSprite(osg::Impostor& node);
osg::ref_ptr<RenderGraph> _rootRenderGraph;
RenderGraph* _currentRenderGraph;
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osg::ref_ptr<RenderStage> _rootRenderStage;
RenderBin* _currentRenderBin;
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ComputeNearFarMode _computeNearFar;
float _nearFarRatio;
float _computed_znear;
float _computed_zfar;
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osg::ref_ptr<const osg::ClearNode> _clearNode;
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bool _impostorActive;
bool _depthSortImpostorSprites;
float _impostorPixelErrorThreshold;
int _numFramesToKeepImpostorSprites;
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typedef std::vector< osg::ref_ptr<RenderLeaf> > RenderLeafList;
RenderLeafList _reuseRenderLeafList;
unsigned int _currentReuseRenderLeafIndex;
inline RenderLeaf* createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth=0.0f);
osg::ref_ptr<osg::ImpostorSpriteManager> _impostorSpriteManager;
osg::ref_ptr<osg::State> _state;
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};
inline void CullVisitor::addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix)
{
if (_currentRenderGraph->leaves_empty())
{
// this is first leaf to be added to RenderGraph
// and therefore should not already know to current render bin,
// so need to add it.
_currentRenderBin->addRenderGraph(_currentRenderGraph);
}
//_currentRenderGraph->addLeaf(new RenderLeaf(drawable,matrix));
_currentRenderGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix));
}
/** Add a drawable and depth to current render graph.*/
inline void CullVisitor::addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth)
{
if (_currentRenderGraph->leaves_empty())
{
// this is first leaf to be added to RenderGraph
// and therefore should not already know to current render bin,
// so need to add it.
_currentRenderBin->addRenderGraph(_currentRenderGraph);
}
//_currentRenderGraph->addLeaf(new RenderLeaf(drawable,matrix,depth));
_currentRenderGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix,depth));
}
/** Add an attribute which is positioned related to the modelview matrix.*/
inline void CullVisitor::addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr)
{
_currentRenderBin->_stage->addPositionedAttribute(matrix,attr);
}
inline RenderLeaf* CullVisitor::createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth)
{
// skip of any already reused renderleaf.
while (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size() &&
_reuseRenderLeafList[_currentReuseRenderLeafIndex]->referenceCount()>1)
{
osg::notify(osg::NOTICE)<<"Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry."<< std::endl;
++_currentReuseRenderLeafIndex;
}
// if still within list, element must be singularly referenced
// there return it to be reused.
if (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size())
{
RenderLeaf* renderleaf = _reuseRenderLeafList[_currentReuseRenderLeafIndex++].get();
renderleaf->set(drawable,projection,matrix,depth);
return renderleaf;
}
// otherwise need to create new renderleaf.
RenderLeaf* renderleaf = new RenderLeaf(drawable,projection,matrix,depth);
_reuseRenderLeafList.push_back(renderleaf);
++_currentReuseRenderLeafIndex;
return renderleaf;
}
}
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#endif