OpenSceneGraph/src/osgUtil/SceneView.cpp

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2001-01-11 00:32:10 +08:00
#include "osgUtil/SceneView"
#include "osg/Notify"
using namespace osg;
using namespace osgUtil;
SceneView::SceneView()
{
_calc_nearfar = true;
_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
_near_plane = 1.0f;
_far_plane = 1.0f;
_lodBias = 1.0f;
_lightingMode=HEADLIGHT;
}
SceneView::~SceneView()
{
}
void SceneView::setDefaults()
{
_globalState = new osg::GeoState;
_lightingMode=HEADLIGHT;
_light = new osg::Light;
_camera = new osg::Camera;
_renderVisitor = new osgUtil::RenderVisitor;
_globalState->setGlobalDefaults();
_globalState->setMode(osg::GeoState::LIGHTING, osg::GeoState::ON);
_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
}
void SceneView::cull()
{
if (!_renderVisitor) return;
if (!_sceneData) return;
_camera->setAspectRatio((GLfloat)_view[2]/(GLfloat) _view[3]);
_renderVisitor->reset();
_renderVisitor->setGlobalState(_globalState.get());
_renderVisitor->setLODBias(_lodBias);
// _renderVisitor->setPerspective(60.0f, (GLfloat)_view[2]/(GLfloat) _view[3], _near_plane, _far_plane );
_renderVisitor->setPerspective(*_camera);
_renderVisitor->setLookAt(*_camera);
_sceneData->accept(*_renderVisitor);
if (_calc_nearfar)
{
if (_renderVisitor->calcNearFar(_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.
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;
}
_camera->setNearPlane(_near_plane);
_camera->setFarPlane(_far_plane);
}
}
void SceneView::draw()
{
if (!_renderVisitor) return;
if (!_sceneData) return;
glViewport( _view[0], _view[1], _view[2], _view[3] );
glEnable( GL_DEPTH_TEST );
glClearColor( _backgroundColor[0], _backgroundColor[1], _backgroundColor[2], _backgroundColor[3]);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
// gluPerspective( 60.0f, (GLfloat)_view[2]/(GLfloat) _view[3], _near_plane, _far_plane );
_camera->draw_PROJECTION();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
if (_lightingMode==HEADLIGHT)
{
_light->apply();
}
_camera->draw_MODELVIEW();
// gluLookAt( _camera->getEyePoint().x(), _camera->getEyePoint().y(), _camera->getEyePoint().z(),
// _camera->getLookPoint().x(), _camera->getLookPoint().y(), _camera->getLookPoint().z(),
// _camera->getUpVector().x(), _camera->getUpVector().y(), _camera->getUpVector().z());
if (_lightingMode==SKY_LIGHT)
{
_light->apply();
}
// glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,_two_sided_lighting);
glGetDoublev(GL_MODELVIEW_MATRIX,_model);
glGetDoublev(GL_PROJECTION_MATRIX,_proj);
_renderVisitor->render();
}
/** 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
{
GLdouble sX,sY,sZ;
GLint result_start = gluUnProject((GLdouble)window[0],(GLdouble)window[1],(GLdouble)window[2],
_model,_proj,_view,
&sX,&sY,&sZ);
if (result_start)
{
object.set(sX,sY,sZ);
return true;
}
else
{
return false;
}
}
/** 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
{
GLdouble nX,nY,nZ;
GLint result_near = gluUnProject((GLdouble)x,(GLdouble)y,(GLdouble)0.0,
_model,_proj,_view,
&nX,&nY,&nZ);
if (result_near==0) return false;
GLdouble fX,fY,fZ;
GLint result_far = gluUnProject((GLdouble)x,(GLdouble)y,(GLdouble)1.0,
_model,_proj,_view,
&fX,&fY,&fZ);
if (result_far==0) return false;
near_point.set(nX,nY,nZ);
far_point.set(fX,fY,fZ);
return true;
}
/** 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
{
GLdouble sX,sY,sZ;
GLint result_start = gluProject((GLdouble)object[0],(GLdouble)object[1],(GLdouble)object[2],
_model,_proj,_view,
&sX,&sY,&sZ);
if (result_start)
{
window.set(sX,sY,sZ);
return true;
}
else
{
return false;
}
}