Added support for cullable state, that uses a polytope to define the extents
of objects that will be influenced by it.
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58112d9591
commit
765db1998c
@ -323,14 +323,14 @@ int main(int argc, char **argv)
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// tell the overlay node to continously update its overlay texture
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// as we know we'll be tracking a moving target.
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overlayNode->setContinousUpdate(true);
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// overlayNode->setContinousUpdate(true);
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}
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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double s = 30000.0 / cessna->getBound().radius();
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double s = 600000.0 / cessna->getBound().radius();
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osg::MatrixTransform* scaler = new osg::MatrixTransform;
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scaler->addChild(cessna);
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@ -28,7 +28,9 @@ class OSG_EXPORT CullingSet : public Referenced
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{
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public:
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typedef std::pair< osg::ref_ptr<osg::StateSet>, osg::Polytope > StateFrustumPair;
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typedef std::vector< StateFrustumPair > StateFrustumList;
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CullingSet();
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@ -36,6 +38,7 @@ class OSG_EXPORT CullingSet : public Referenced
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Referenced(),
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_mask(cs._mask),
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_frustum(cs._frustum),
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_stateFrustumList(cs._stateFrustumList),
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_occluderList(cs._occluderList),
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_pixelSizeVector(cs._pixelSizeVector),
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_smallFeatureCullingPixelSize(cs._smallFeatureCullingPixelSize)
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@ -45,6 +48,7 @@ class OSG_EXPORT CullingSet : public Referenced
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CullingSet(const CullingSet& cs,const Matrix& matrix, const Vec4& pixelSizeVector):
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_mask(cs._mask),
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_frustum(cs._frustum),
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_stateFrustumList(cs._stateFrustumList),
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_occluderList(cs._occluderList),
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_pixelSizeVector(pixelSizeVector),
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_smallFeatureCullingPixelSize(cs._smallFeatureCullingPixelSize)
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@ -64,6 +68,7 @@ class OSG_EXPORT CullingSet : public Referenced
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_mask = cs._mask;
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_frustum = cs._frustum;
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_stateFrustumList = cs._stateFrustumList;
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_occluderList = cs._occluderList;
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_pixelSizeVector = cs._pixelSizeVector;
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_smallFeatureCullingPixelSize = cs._smallFeatureCullingPixelSize;
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@ -76,6 +81,7 @@ class OSG_EXPORT CullingSet : public Referenced
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{
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_mask = cs._mask;
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_frustum = cs._frustum;
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_stateFrustumList = cs._stateFrustumList;
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_occluderList = cs._occluderList;
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_pixelSizeVector = cs._pixelSizeVector;
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_smallFeatureCullingPixelSize = cs._smallFeatureCullingPixelSize;
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@ -84,6 +90,7 @@ class OSG_EXPORT CullingSet : public Referenced
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inline void set(const CullingSet& cs,const Matrix& matrix, const Vec4& pixelSizeVector)
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{
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_mask = cs._mask;
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_stateFrustumList = cs._stateFrustumList;
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_occluderList = cs._occluderList;
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_pixelSizeVector = pixelSizeVector;
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_smallFeatureCullingPixelSize = cs._smallFeatureCullingPixelSize;
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@ -93,6 +100,13 @@ class OSG_EXPORT CullingSet : public Referenced
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_frustum.setAndTransformProvidingInverse(cs._frustum,matrix);
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for(StateFrustumList::iterator itr=_stateFrustumList.begin();
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itr!=_stateFrustumList.end();
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++itr)
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{
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itr->second.transformProvidingInverse(matrix);
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}
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for(OccluderList::iterator itr=_occluderList.begin();
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itr!=_occluderList.end();
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++itr)
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@ -133,8 +147,12 @@ class OSG_EXPORT CullingSet : public Referenced
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Polytope& getFrustum() { return _frustum; }
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const Polytope& getFrustum() const { return _frustum; }
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void addOccluder(ShadowVolumeOccluder& cv) { _occluderList.push_back(cv); }
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void addStateFrustum(StateSet* stateset, Polytope& polytope) { _stateFrustumList.push_back(StateFrustumPair(stateset,polytope)); }
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void getStateFrustumList(StateFrustumList& sfl) { _stateFrustumList = sfl; }
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StateFrustumList& getStateFrustumList() { return _stateFrustumList; }
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void addOccluder(ShadowVolumeOccluder& cv) { _occluderList.push_back(cv); }
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void setPixelSizeVector(const Vec4& v) { _pixelSizeVector = v; }
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@ -247,6 +265,17 @@ class OSG_EXPORT CullingSet : public Referenced
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{
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_frustum.pushCurrentMask();
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if (!_stateFrustumList.empty())
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{
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for(StateFrustumList::iterator itr=_stateFrustumList.begin();
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itr!=_stateFrustumList.end();
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++itr)
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{
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itr->second.pushCurrentMask();
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}
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}
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#ifdef COMPILE_WITH_SHADOW_OCCLUSION_CULLING
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if (!_occluderList.empty())
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{
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@ -264,6 +293,16 @@ class OSG_EXPORT CullingSet : public Referenced
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{
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_frustum.popCurrentMask();
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if (!_stateFrustumList.empty())
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{
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for(StateFrustumList::iterator itr=_stateFrustumList.begin();
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itr!=_stateFrustumList.end();
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++itr)
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{
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itr->second.popCurrentMask();
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}
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}
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#ifdef COMPILE_WITH_SHADOW_OCCLUSION_CULLING
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if (!_occluderList.empty())
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{
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@ -286,11 +325,12 @@ class OSG_EXPORT CullingSet : public Referenced
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protected:
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Mask _mask;
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Polytope _frustum;
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OccluderList _occluderList;
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Vec4 _pixelSizeVector;
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float _smallFeatureCullingPixelSize;
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Mask _mask;
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Polytope _frustum;
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StateFrustumList _stateFrustumList;
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OccluderList _occluderList;
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Vec4 _pixelSizeVector;
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float _smallFeatureCullingPixelSize;
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};
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@ -16,6 +16,7 @@
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#include <osg/buffered_value>
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#include <osg/CameraNode>
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#include <osg/Texture2D>
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#include <osg/TexGenNode>
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#include <osgSim/Export>
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@ -92,7 +93,7 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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osg::ref_ptr<osg::Texture2D> _texture;
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bool _continousUpdate;
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osg::BoundingSphere _overlaySubgraphBound;
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osg::Polytope _textureFrustum;
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};
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}
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@ -13,6 +13,7 @@
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#include <osg/Texture2D>
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#include <osg/CoordinateSystemNode>
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#include <osg/io_utils>
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#include <osgUtil/CullVisitor>
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#include <osgSim/OverlayNode>
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@ -116,10 +117,6 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
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if (bs.valid())
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{
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// update the bounding volume for later testing
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// whether the overlay can be seen or not.
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_overlaySubgraphBound = bs;
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// see if we are within a coordinate system node.
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osg::CoordinateSystemNode* csn = 0;
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osg::NodePath& nodePath = nv.getNodePath();
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@ -171,8 +168,10 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
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// compute the matrix which takes a vertex from local coords into tex coords
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// will use this later to specify osg::TexGen..
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osg::Matrix MVPT = _camera->getViewMatrix() *
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_camera->getProjectionMatrix() *
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osg::Matrix MVP = _camera->getViewMatrix() *
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_camera->getProjectionMatrix();
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osg::Matrix MVPT = MVP *
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osg::Matrix::translate(1.0,1.0,1.0) *
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osg::Matrix::scale(0.5,0.5,0.5);
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@ -180,6 +179,11 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
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_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
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_textureFrustum.setToUnitFrustum(false,false);
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// const osg::Matrix modelView = (cv->getModelViewMatrix());
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// _textureFrustum.transformProvidingInverse(osg::Matrix::inverse(modelView)*MVP);
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_textureFrustum.transformProvidingInverse(MVP);
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_camera->accept(*cv);
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_textureObjectValidList[contextID] = 1;
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@ -202,14 +206,28 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
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else
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#endif
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{
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_texgenNode->accept(*cv);
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osg::CullingSet& pcs = cv->getProjectionCullingStack().back();
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osg::CullingSet& ccs = cv->getCurrentCullingSet();
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const osg::Matrix modelView = (cv->getModelViewMatrix());
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osg::Polytope viewTextureFrustum;
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viewTextureFrustum.setAndTransformProvidingInverse(_textureFrustum, osg::Matrix::inverse(modelView));
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pcs.addStateFrustum(_mainSubgraphStateSet.get(), viewTextureFrustum);
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ccs.addStateFrustum(_mainSubgraphStateSet.get(), _textureFrustum);
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// push the stateset.
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cv->pushStateSet(_mainSubgraphStateSet.get());
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// cv->pushStateSet(_mainSubgraphStateSet.get());
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Group::traverse(nv);
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cv->popStateSet();
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// cv->popStateSet();
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ccs.getStateFrustumList().pop_back();
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pcs.getStateFrustumList().pop_back();
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}
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}
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@ -25,6 +25,7 @@
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#include <osg/LineSegment>
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#include <osg/TriangleFunctor>
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#include <osg/Geometry>
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#include <osg/io_utils>
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#include <osgUtil/CullVisitor>
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@ -745,14 +746,40 @@ void CullVisitor::apply(Geode& node)
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if (!updateCalculatedNearFar(matrix,*drawable,false)) continue;
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}
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// need to track how push/pops there are, so we can unravel the stack correctly.
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unsigned int numPopStateSetRequired = 0;
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// push the geoset's state on the geostate stack.
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StateSet* stateset = drawable->getStateSet();
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if (stateset) pushStateSet(stateset);
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if (stateset)
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{
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++numPopStateSetRequired;
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pushStateSet(stateset);
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}
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CullingSet& cs = getCurrentCullingSet();
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if (!cs.getStateFrustumList().empty())
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{
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osg::CullingSet::StateFrustumList& sfl = cs.getStateFrustumList();
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for(osg::CullingSet::StateFrustumList::iterator itr = sfl.begin();
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itr != sfl.end();
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++itr)
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{
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if (itr->second.contains(bb))
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{
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++numPopStateSetRequired;
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pushStateSet(itr->first.get());
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}
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}
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}
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if (bb.valid()) addDrawableAndDepth(drawable,&matrix,distance(bb.center(),matrix));
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else addDrawableAndDepth(drawable,&matrix,0.0f);
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if (stateset) popStateSet();
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for(unsigned int i=0;i< numPopStateSetRequired; ++i)
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{
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popStateSet();
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}
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}
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