OpenSceneGraph/src/osgSim/Impostor.cpp

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2006-07-18 23:21:48 +08:00
/* -*-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 <osgSim/Impostor>
#include <algorithm>
using namespace osg;
using namespace osgSim;
// use this cull callback to allow the camera to traverse the Impostor's children without
// actuall having them assigned as children to the camea itself. This make the camera a
// decorator without ever directly being assigned to it.
class ImpostorTraverseNodeCallback : public osg::NodeCallback
{
public:
ImpostorTraverseNodeCallback(osgSim::Impostor* node):_node(node) {}
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
_node->LOD::traverse(*nv);
}
osgSim::Impostor* _node;
};
Impostor::Impostor()
{
_impostorThreshold = -1.0f;
}
ImpostorSprite* Impostor::findBestImpostorSprite(unsigned int contextID, const osg::Vec3& currLocalEyePoint) const
{
ImpostorSpriteList& impostorSpriteList = _impostorSpriteListBuffer[contextID];
float min_distance2 = FLT_MAX;
ImpostorSprite* impostorSprite = NULL;
for(ImpostorSpriteList::iterator itr=impostorSpriteList.begin();
itr!=impostorSpriteList.end();
++itr)
{
float distance2 = (currLocalEyePoint-(*itr)->getStoredLocalEyePoint()).length2();
if (distance2<min_distance2)
{
min_distance2 = distance2;
impostorSprite = itr->get();
}
}
return impostorSprite;
}
void Impostor::addImpostorSprite(unsigned int contextID, ImpostorSprite* is)
{
if (is && is->getParent()!=this)
{
ImpostorSpriteList& impostorSpriteList = _impostorSpriteListBuffer[contextID];
// add it to my impostor list first, so it remains referenced
// when its reference in the previous_owner is removed.
impostorSpriteList.push_back(is);
if (is->getParent())
{
Impostor* previous_owner = is->getParent();
ImpostorSpriteList& isl = previous_owner->_impostorSpriteListBuffer[contextID];
// find and erase reference to is.
for(ImpostorSpriteList::iterator itr=isl.begin();
itr!=isl.end();
++itr)
{
if ((*itr)==is)
{
isl.erase(itr);
break;
}
}
}
is->setParent(this);
}
}
osg::BoundingSphere Impostor::computeBound() const
{
return LOD::computeBound();
}
inline osgUtil::CullVisitor::value_type distance(const osg::Vec3& coord,const osg::Matrix& matrix)
{
//std::cout << "distance("<<coord<<", "<<matrix<<")"<<std::endl;
return -((osgUtil::CullVisitor::value_type)coord[0]*(osgUtil::CullVisitor::value_type)matrix(0,2)+(osgUtil::CullVisitor::value_type)coord[1]*(osgUtil::CullVisitor::value_type)matrix(1,2)+(osgUtil::CullVisitor::value_type)coord[2]*(osgUtil::CullVisitor::value_type)matrix(2,2)+matrix(3,2));
}
void Impostor::traverse(osg::NodeVisitor& nv)
{
if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
{
LOD::traverse(nv);
return;
}
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
if (!cv)
{
LOD::traverse(nv);
return;
}
osg::Vec3 eyeLocal = nv.getEyePoint();
const BoundingSphere& bs = getBound();
unsigned int contextID = cv->getState() ? cv->getState()->getContextID() : 0;
float distance2 = (eyeLocal-bs.center()).length2();
float LODScale = cv->getLODScale();
if (!cv->getImpostorsActive() ||
distance2*LODScale*LODScale<osg::square(getImpostorThreshold()) ||
distance2<bs.radius2()*2.0f)
{
// outwith the impostor distance threshold therefore simple
// traverse the appropriate child of the LOD.
LOD::traverse(nv);
}
else
{
// within the impostor distance threshold therefore attempt
// to use impostor instead.
RefMatrix& matrix = cv->getModelViewMatrix();
// search for the best fit ImpostorSprite;
ImpostorSprite* impostorSprite = findBestImpostorSprite(contextID,eyeLocal);
if (impostorSprite)
{
// impostor found, now check to see if it is good enough to use
float error = impostorSprite->calcPixelError(cv->getMVPW());
if (error>cv->getImpostorPixelErrorThreshold())
{
// chosen impostor sprite pixel error is too great to use
// from this eye point, therefore invalidate it.
impostorSprite=NULL;
}
}
// need to think about sprite reuse and support for multiple context's.
if (impostorSprite==NULL)
{
// no appropriate sprite has been found therefore need to create
// one for use
// create the impostor sprite.
impostorSprite = createImpostorSprite(cv);
//if (impostorSprite) impostorSprite->_color.set(0.0f,0.0f,1.0f,1.0f);
}
//else impostorSprite->_color.set(1.0f,1.0f,1.0f,1.0f);
if (impostorSprite)
{
// update frame number to show that impostor is in action.
impostorSprite->setLastFrameUsed(cv->getTraversalNumber());
if (cv->getComputeNearFarMode()) cv->updateCalculatedNearFar(matrix,*impostorSprite, false);
StateSet* stateset = impostorSprite->getStateSet();
if (stateset) cv->pushStateSet(stateset);
cv->addDrawableAndDepth(impostorSprite, &matrix, distance(getCenter(),matrix));
if (stateset) cv->popStateSet();
}
else
{
// no impostor has been selected or created so default to
// traversing the usual LOD selected child.
LOD::traverse(nv);
}
}
}
ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv)
{
unsigned int contextID = cv->getState() ? cv->getState()->getContextID() : 0;
osgSim::ImpostorSpriteManager* impostorSpriteManager = dynamic_cast<osgSim::ImpostorSpriteManager*>(cv->getUserData());
if (!impostorSpriteManager)
{
impostorSpriteManager = new osgSim::ImpostorSpriteManager;
cv->setUserData(impostorSpriteManager);
}
// default to true right now, will dertermine if perspective from the
// projection matrix...
bool isPerspectiveProjection = true;
const Matrix& matrix = cv->getModelViewMatrix();
const BoundingSphere& bs = getBound();
osg::Vec3 eye_local = cv->getEyeLocal();
if (!bs.valid())
{
osg::notify(osg::WARN) << "bb invalid"<<std::endl;
return NULL;
}
Vec3 center_local = bs.center();
Vec3 camera_up_local = cv->getUpLocal();
Vec3 lv_local = center_local-eye_local;
float distance_local = lv_local.length();
lv_local /= distance_local;
Vec3 sv_local = lv_local^camera_up_local;
sv_local.normalize();
Vec3 up_local = sv_local^lv_local;
float width = bs.radius();
if (isPerspectiveProjection)
{
// expand the width to account for projection onto sprite.
width *= (distance_local/sqrtf(distance_local*distance_local-bs.radius2()));
}
// scale up and side vectors to sprite width.
up_local *= width;
sv_local *= width;
// create the corners of the sprite.
Vec3 c00(center_local - sv_local - up_local);
Vec3 c10(center_local + sv_local - up_local);
Vec3 c01(center_local - sv_local + up_local);
Vec3 c11(center_local + sv_local + up_local);
// calc texture size for eye, bs.
// convert the corners of the sprite (in world coords) into their
// equivilant window coordinates by using the camera's project method.
const osg::Matrix& MVPW = cv->getMVPW();
Vec3 c00_win = c00 * MVPW;
Vec3 c11_win = c11 * MVPW;
// adjust texture size to be nearest power of 2.
float s = c11_win.x()-c00_win.x();
float t = c11_win.y()-c00_win.y();
// may need to reverse sign of width or height if a matrix has
// been applied which flips the orientation of this subgraph.
if (s<0.0f) s = -s;
if (t<0.0f) t = -t;
// bias value used to assist the rounding up or down of
// the texture dimensions to the nearest power of two.
// bias near 0.0 will almost always round down.
// bias near 1.0 will almost always round up.
float bias = 0.7f;
float sp2 = logf((float)s)/logf(2.0f);
float rounded_sp2 = floorf(sp2+bias);
int new_s = (int)(powf(2.0f,rounded_sp2));
float tp2 = logf((float)t)/logf(2.0f);
float rounded_tp2 = floorf(tp2+bias);
int new_t = (int)(powf(2.0f,rounded_tp2));
const osg::Viewport& viewport = *(cv->getViewport());
// if dimension is bigger than window divide it down.
while (new_s>viewport.width()) new_s /= 2;
// if dimension is bigger than window divide it down.
while (new_t>viewport.height()) new_t /= 2;
// create the impostor sprite.
ImpostorSprite* impostorSprite =
impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,cv->getTraversalNumber()-cv->getNumberOfFrameToKeepImpostorSprites());
if (impostorSprite==NULL)
{
osg::notify(osg::WARN)<<"Warning: unable to create required impostor sprite."<<std::endl;
return NULL;
}
// update frame number to show that impostor is in action.
impostorSprite->setLastFrameUsed(cv->getTraversalNumber());
// have successfully created an impostor sprite so now need to
// add it into the impostor.
addImpostorSprite(contextID,impostorSprite);
if (cv->getDepthSortImpostorSprites())
{
// the depth sort bin should probably be user definable,
// will look into this later. RO July 2001.
StateSet* stateset = impostorSprite->getStateSet();
stateset->setRenderBinDetails(10,"DepthSortedBin");
}
osg::Texture2D* texture = impostorSprite->getTexture();
texture->setTextureSize(new_s, new_t);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// update frame number to show that impostor is in action.
impostorSprite->setLastFrameUsed(cv->getTraversalNumber());
Vec3* coords = impostorSprite->getCoords();
Vec2* texcoords = impostorSprite->getTexCoords();
coords[0] = c01;
texcoords[0].set(0.0f,1.0f);
coords[1] = c00;
texcoords[1].set(0.0f,0.0f);
coords[2] = c10;
texcoords[2].set(1.0f,0.0f);
coords[3] = c11;
texcoords[3].set(1.0f,1.0f);
impostorSprite->dirtyBound();
Vec3* controlcoords = impostorSprite->getControlCoords();
if (isPerspectiveProjection)
{
// deal with projection issue by moving the coorners of the quad
// towards the eye point.
float ratio = width/(center_local-eye_local).length();
float one_minus_ratio = 1.0f-ratio;
Vec3 eye_local_ratio = eye_local*ratio;
controlcoords[0] = coords[0]*one_minus_ratio + eye_local_ratio;
controlcoords[1] = coords[1]*one_minus_ratio + eye_local_ratio;
controlcoords[2] = coords[2]*one_minus_ratio + eye_local_ratio;
controlcoords[3] = coords[3]*one_minus_ratio + eye_local_ratio;
}
else
{
// project the control points forward towards the eyepoint,
// but since this an othographics projection this projection is
// parallel.
Vec3 dv = lv_local*width;
controlcoords[0] = coords[0]-dv;
controlcoords[1] = coords[1]-dv;
controlcoords[2] = coords[2]-dv;
controlcoords[3] = coords[3]-dv;
}
impostorSprite->setStoredLocalEyePoint(eye_local);
Vec3 eye_world(0.0,0.0,0.0);
Vec3 center_world = bs.center()*matrix;
osg::CameraNode* camera = impostorSprite->getCameraNode();
if (!camera)
{
camera = new osg::CameraNode;
impostorSprite->setCameraNode(camera);
}
camera->setCullCallback(new ImpostorTraverseNodeCallback(this));
osgUtil::RenderStage* previous_stage = cv->getRenderStage();
// set up the background color and clear mask.
osg::Vec4 clear_color = previous_stage->getClearColor();
clear_color[3] = 0.0f; // set thae alpha to zero.
camera->setClearColor(clear_color);
camera->setClearMask(previous_stage->getClearMask());
// adjust camera left,right,up,down to fit (in world coords)
Vec3 near_local ( center_local-lv_local*width );
Vec3 far_local ( center_local+lv_local*width );
Vec3 top_local ( center_local+up_local);
Vec3 right_local ( center_local+sv_local);
Vec3 near_world = near_local * matrix;
Vec3 far_world = far_local * matrix;
Vec3 top_world = top_local * matrix;
Vec3 right_world = right_local * matrix;
float znear = (near_world-eye_world).length();
float zfar = (far_world-eye_world).length();
float top = (top_world-center_world).length();
float right = (right_world-center_world).length();
znear *= 0.9f;
zfar *= 1.1f;
// set up projection.
if (isPerspectiveProjection)
{
// deal with projection issue move the top and right points
// onto the near plane.
float ratio = znear/(center_world-eye_world).length();
top *= ratio;
right *= ratio;
camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
}
else
{
camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
}
Vec3 rotate_from = bs.center()-eye_local;
Vec3 rotate_to = cv-> getLookVectorLocal();
osg::Matrix rotate_matrix =
osg::Matrix::translate(-eye_local)*
osg::Matrix::rotate(rotate_from,rotate_to)*
osg::Matrix::translate(eye_local)*
cv->getModelViewMatrix();
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(rotate_matrix);
camera->setViewport(0,0,new_s,new_t);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT, osg::CameraNode::FRAME_BUFFER);
// set the camera to render before the main camera.
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER, texture);
// do the cull traversal on the subgraph
camera->accept(*cv);
return impostorSprite;
}