Updates to the support for stereo in osg::Camera, osgUtil::SceneView and
the CameraManipulators.
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@ -125,15 +125,8 @@ class SG_EXPORT Camera: public osg::Referenced
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const Matrix& getProjectionMatrix() const;
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/** set the fusion distance, the distance in model coords, when viewing stereo, that the
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* left and right eye images converge. This value is dual of the screen distance,
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* which is distance between viewers eyes and display device, while the fusion distance is
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* this equivilant distance but in the virtual world (model coords.)*/
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inline const double setFusionDistance() const { return _fusionDistance; }
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/** get fusion distance.*/
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inline const double getFusionDistance() const { return _fusionDistance; }
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enum LookAtType
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@ -195,7 +188,8 @@ class SG_EXPORT Camera: public osg::Referenced
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/** calculate side vector.*/
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const Vec3 getSideVector() const;
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/** calculate the look distance which is the distance between the eye and the center.*/
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inline float getLookDistance() const { return (_center-_eye).length(); }
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enum TransformMode
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{
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@ -274,11 +268,46 @@ class SG_EXPORT Camera: public osg::Referenced
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const bool unproject(const Vec3& win,const Viewport& viewport,Vec3& obj) const;
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enum FusionDistanceMode
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{
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PROPORTIONAL_TO_LOOK_DISTANCE,
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PROPORTIONAL_TO_SCREEN_DISTANCE
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};
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/** Set the fusion distance function which in use to calculate the
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* fusion distance used in stereo rendering. Default value is
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* PROPORTIONAL_TO_LOOK_DISTANCE, 1.0f.*/
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void setFusionDistanceFunction(FusionDistanceMode mode, float ratio=1.0f)
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{
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_fusionDistanceMode = mode;
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_fusionDistanceRatio = ratio;
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_dirty = true;
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}
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/** Get the fusion distance function.*/
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void getFusionDistanceFunction(FusionDistanceMode& mode, float& ratio)
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{
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mode = _fusionDistanceMode;
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ratio = _fusionDistanceRatio;
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}
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/** Calculate and return the fusion distance, using the FusionDistanceFunction.*/
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const float getFusionDistance() const;
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/** Set the physical distance between the viewers eyes and the display system.
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* Note, only used when rendering in stereo.*/
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void setScreenDistance(float screenDistance) { _screenDistance = screenDistance; _dirty = true; }
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/** Get the physical distance between the viewers eyes and the display system.*/
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const float getScreenDistance() const { return _screenDistance; }
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/** Convinience method for adjusting the project and model view to account for
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* and eye offset, as used in stereo work, assumes that the users will use
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* a seperate camera for each eye, adjustEyePointForStereo(..) being used to
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* specialize the camera for each eye view.*/
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void adjustEyeOffsetForStereo(const osg::Vec3& offset,float screenDistance);
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void adjustEyeOffsetForStereo(const osg::Vec3& offset);
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/** Set up the OpenGL projection and model view matrices.*/
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virtual void apply(State& state);
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@ -312,8 +341,6 @@ class SG_EXPORT Camera: public osg::Referenced
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Vec3 _center;
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Vec3 _up;
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double _fusionDistance;
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TransformMode _attachedTransformMode;
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ref_ptr<Matrix> _eyeToModelTransform;
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ref_ptr<Matrix> _modelToEyeTransform;
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@ -334,9 +361,12 @@ class SG_EXPORT Camera: public osg::Referenced
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void calculateMatricesAndClippingVolume() const;
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// used for offsetting camera to ajust for left and right stereo views.
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bool _useEyeOffset;
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osg::Vec3 _eyeOffset;
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float _screenDistance;
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bool _useEyeOffset;
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osg::Vec3 _eyeOffset;
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float _screenDistance;
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FusionDistanceMode _fusionDistanceMode;
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float _fusionDistanceRatio;
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};
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@ -24,14 +24,15 @@ Camera::Camera()
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_center.set(0.0f,0.0f,-1.0f);
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_up.set(0.0f,1.0f,0.0f);
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_fusionDistance = 1.0f;
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_useNearClippingPlane = false;
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_useFarClippingPlane = false;
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_useEyeOffset = false;
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_eyeOffset.set(0.0f,0.0f,0.0f);
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_screenDistance = 1.0f;
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_fusionDistanceMode = PROPORTIONAL_TO_LOOK_DISTANCE;
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_fusionDistanceRatio = 1.0f;
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}
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Camera::Camera(const Camera& camera):Referenced()
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@ -74,8 +75,6 @@ void Camera::copy(const Camera& camera)
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_center = camera._center;
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_up = camera._up;
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_fusionDistance = camera._fusionDistance;
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_attachedTransformMode = camera._attachedTransformMode;
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_eyeToModelTransform = camera._eyeToModelTransform;
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_modelToEyeTransform = camera._modelToEyeTransform;
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@ -92,6 +91,14 @@ void Camera::copy(const Camera& camera)
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_mp = camera._mp;
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_inversemp = camera._inversemp;
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_useEyeOffset = camera._useEyeOffset;
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_eyeOffset = camera._eyeOffset;
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_screenDistance = camera._screenDistance;
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_fusionDistanceMode = camera._fusionDistanceMode;
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_fusionDistanceRatio = camera._fusionDistanceRatio;
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}
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Camera::~Camera()
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@ -333,10 +340,7 @@ void Camera::home()
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_eye.set(0.0f,0.0f,0.0f);
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_center.set(0.0f,0.0f,-1.0f);
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_up.set(0.0f,1.0f,0.0f);
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// need to set to appropriate values..
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_fusionDistance = 1.0f;
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_dirty = true;
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}
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@ -582,6 +586,16 @@ const ClippingVolume& Camera::getClippingVolume() const
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return _clippingVolume;
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}
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const float Camera::getFusionDistance() const
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{
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switch(_fusionDistanceMode)
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{
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case(PROPORTIONAL_TO_SCREEN_DISTANCE): return _screenDistance*_fusionDistanceRatio;
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case(PROPORTIONAL_TO_LOOK_DISTANCE):
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default: return getLookDistance()*_fusionDistanceRatio;
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}
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}
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void Camera::calculateMatricesAndClippingVolume() const
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{
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@ -695,7 +709,7 @@ void Camera::calculateMatricesAndClippingVolume() const
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if (_useEyeOffset)
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{
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(*_modelViewMatrix) = (*_modelViewMatrix) * Matrix::translate(-_eyeOffset*_fusionDistance/_screenDistance);
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(*_modelViewMatrix) = (*_modelViewMatrix) * Matrix::translate(-_eyeOffset*(getFusionDistance()/_screenDistance));
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}
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@ -804,11 +818,10 @@ const bool Camera::unproject(const Vec3& win,const Viewport& viewport,Vec3& obj)
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return false;
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}
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void Camera::adjustEyeOffsetForStereo(const osg::Vec3& offset,float screenDistance)
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void Camera::adjustEyeOffsetForStereo(const osg::Vec3& offset)
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{
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_useEyeOffset = true;
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_eyeOffset = offset;
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_screenDistance = screenDistance;
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_dirty = true;
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}
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@ -353,6 +353,8 @@ bool DriveManipulator::calcMovement()
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// return if less then two events have been added.
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if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
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_camera->setFusionDistanceFunction(osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE,1.0f);
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float dt = _ga_t0->time()-_ga_t1->time();
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if (dt<0.0f)
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@ -161,6 +161,8 @@ bool FlightManipulator::calcMovement()
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// return if less then two events have been added.
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if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
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_camera->setFusionDistanceFunction(osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE,1.0f);
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float dt = _ga_t0->time()-_ga_t1->time();
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if (dt<0.0f)
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@ -293,9 +293,12 @@ void SceneView::draw()
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RenderLeaf* previous = NULL;
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if (_visualsSettings.valid() && _visualsSettings->getStereo())
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{
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_camera->setScreenDistance(_visualsSettings->getScreenDistance());
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switch(_visualsSettings->getStereoMode())
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{
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case(osg::VisualsSettings::QUAD_BUFFER):
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@ -304,10 +307,9 @@ void SceneView::draw()
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = _visualsSettings->getEyeSeperation();
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float screenDistance = _visualsSettings->getEyeSeperation();
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),screenDistance);
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f));
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f));
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glDrawBuffer(GL_BACK_LEFT);
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_renderStage->setCamera(left_camera.get());
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@ -326,10 +328,9 @@ void SceneView::draw()
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = _visualsSettings->getEyeSeperation();
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float screenDistance = _visualsSettings->getScreenDistance();
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),screenDistance);
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f));
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f));
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osg::ColorMask* red = new osg::ColorMask;
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osg::ColorMask* green = new osg::ColorMask;
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@ -175,12 +175,15 @@ void TrackballManipulator::addMouseEvent(const GUIEventAdapter& ea)
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bool TrackballManipulator::calcMovement()
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{
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_camera->setFusionDistanceFunction(osg::Camera::PROPORTIONAL_TO_LOOK_DISTANCE,1.0f);
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// return if less then two events have been added.
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if (_ga_t0.get()==NULL || _ga_t1.get()==NULL) return false;
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float dx = _ga_t0->getX()-_ga_t1->getX();
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float dy = _ga_t0->getY()-_ga_t1->getY();
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// return if there is no movement.
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if (dx==0 && dy==0) return false;
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