#include "DepthPartitionNode.h" #include #include #define CURRENT_CLASS DepthPartitionNode CURRENT_CLASS::CURRENT_CLASS() { _distAccumulator = new DistanceAccumulator; init(); } CURRENT_CLASS::CURRENT_CLASS(const CURRENT_CLASS& dpn, const osg::CopyOp& copyop) : osg::Group(dpn,copyop), _active(dpn._active), _renderOrder(dpn._renderOrder), _clearColorBuffer(dpn._clearColorBuffer) { _distAccumulator = new DistanceAccumulator; _numCameras = 0; } CURRENT_CLASS::~CURRENT_CLASS() {} void CURRENT_CLASS::init() { _active = true; _numCameras = 0; setCullingActive(false); _renderOrder = osg::CameraNode::POST_RENDER; _clearColorBuffer = true; } void CURRENT_CLASS::setActive(bool active) { if(_active == active) return; _active = active; } void CURRENT_CLASS::setClearColorBuffer(bool clear) { _clearColorBuffer = clear; // Update the render order for the first CameraNode if it exists if(!_cameraList.empty()) { if(clear) _cameraList[0]->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else _cameraList[0]->setClearMask(GL_DEPTH_BUFFER_BIT); } } void CURRENT_CLASS::setRenderOrder(osg::CameraNode::RenderOrder order) { _renderOrder = order; // Update the render order for existing CameraNodes unsigned int numCameras = _cameraList.size(); for(unsigned int i = 0; i < numCameras; i++) { _cameraList[i]->setRenderOrder(_renderOrder); } } void CURRENT_CLASS::traverse(osg::NodeVisitor &nv) { // If the scene hasn't been defined then don't do anything unsigned int numChildren = _children.size(); if(numChildren == 0) return; // If the node is not active then don't analyze it if(!_active) { // Traverse the graph as usual Group::traverse(nv); return; } // If the visitor is not a cull visitor, pass it directly onto the scene. osgUtil::CullVisitor* cv = dynamic_cast(&nv); if(!cv) { Group::traverse(nv); return; } // We are in the cull traversal, so first collect information on the // current modelview and projection matrices and viewport. osg::RefMatrix& modelview = cv->getModelViewMatrix(); osg::RefMatrix& projection = cv->getProjectionMatrix(); osg::Viewport* viewport = cv->getViewport(); // Prepare for scene traversal. _distAccumulator->setMatrices(modelview, projection); _distAccumulator->setNearFarRatio(cv->getNearFarRatio()); _distAccumulator->reset(); // Step 1: Traverse the children, collecting the near/far distances. unsigned int i; for(i = 0; i < numChildren; i++) { _children[i]->accept(*(_distAccumulator.get())); } // Step 2: Compute the near and far distances for every CameraNode that // should be used to render the scene. _distAccumulator->computeCameraPairs(); // Step 3: Create the CameraNodes, and add them as children. DistanceAccumulator::PairList& camPairs = _distAccumulator->getCameraPairs(); _numCameras = camPairs.size(); // Get the number of cameras // Create the CameraNodes, and add them as children. if(_numCameras > 0) { osg::CameraNode *currCam; DistanceAccumulator::DistancePair currPair; for(unsigned int j = 0; j < _numCameras; j++) { // Create the camera, and clamp it's projection matrix currPair = camPairs[j]; // (near,far) pair for current camera currCam = createOrReuseCamera(projection, currPair.first, currPair.second, j); // Set the modelview matrix and viewport of the camera currCam->setViewMatrix(modelview); currCam->setViewport(viewport); /* // Set our children as the camera's children currCam->removeChild(0, currCam->getNumChildren()); for(i = 0; i < numChildren; i++) { currCam->addChild(_children[i].get()); } */ // Redirect the CullVisitor to the current camera currCam->accept(nv); } // Set the clear color for the first camera _cameraList[0]->setClearColor(cv->getRenderStage()->getClearColor()); } } bool CURRENT_CLASS::addChild(osg::Node *child) { return insertChild(_children.size(), child); } bool CURRENT_CLASS::insertChild(unsigned int index, osg::Node *child) { if(!Group::insertChild(index, child)) return false; // Insert child // Insert child into each CameraNode unsigned int totalCameras = _cameraList.size(); for(unsigned int i = 0; i < totalCameras; i++) { _cameraList[i]->insertChild(index, child); } return true; } bool CURRENT_CLASS::removeChild(osg::Node *child) { return Group::removeChild(child); } bool CURRENT_CLASS::removeChild(unsigned int pos, unsigned int numRemove) { if(!Group::removeChild(pos, numRemove)) return false; // Remove child // Remove child from each CameraNode unsigned int totalCameras = _cameraList.size(); for(unsigned int i = 0; i < totalCameras; i++) { _cameraList[i]->removeChild(pos, numRemove); } return true; } bool CURRENT_CLASS::setChild(unsigned int i, osg::Node *node) { if(!Group::setChild(i, node)) return false; // Set child // Set child for each CameraNode unsigned int totalCameras = _cameraList.size(); for(unsigned int i = 0; i < totalCameras; i++) { _cameraList[i]->setChild(i, node); } return true; } osg::CameraNode* CURRENT_CLASS::createOrReuseCamera(const osg::Matrix& proj, double near, double far, const unsigned int &camNum) { if(_cameraList.size() <= camNum) _cameraList.resize(camNum+1); osg::CameraNode *camera = _cameraList[camNum].get(); if(!camera) // Create a new CameraNode { camera = new osg::CameraNode; camera->setCullingActive(false); camera->setRenderOrder(_renderOrder); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); // We will compute the near/far planes ourselves camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera->setCullingMode(osg::CullSettings::ENABLE_ALL_CULLING); if(camNum == 0 && _clearColorBuffer) camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else camera->setClearMask(GL_DEPTH_BUFFER_BIT); // Add our children to the new CameraNode's children unsigned int numChildren = _children.size(); for(unsigned int i = 0; i < numChildren; i++) { camera->addChild(_children[i].get()); } _cameraList[camNum] = camera; } osg::Matrixd &projection = camera->getProjectionMatrix(); projection = proj; // Slightly inflate the near & far planes to avoid objects at the // extremes being clipped out. near *= 0.999; far *= 1.001; // Clamp the projection matrix z values to the range (near, far) double epsilon = 1.0e-6; if(fabs(projection(0,3)) < epsilon && fabs(projection(1,3)) < epsilon && fabs(projection(2,3)) < epsilon ) // Projection is Orthographic { epsilon = -1.0/(far - near); // Used as a temp variable projection(2,2) = 2.0*epsilon; projection(3,2) = (far + near)*epsilon; } else // Projection is Perspective { double trans_near = (-near*projection(2,2) + projection(3,2)) / (-near*projection(2,3) + projection(3,3)); double trans_far = (-far*projection(2,2) + projection(3,2)) / (-far*projection(2,3) + projection(3,3)); double ratio = fabs(2.0/(trans_near - trans_far)); double center = -0.5*(trans_near + trans_far); projection.postMult(osg::Matrixd(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, ratio, 0.0, 0.0, 0.0, center*ratio, 1.0)); } return camera; } #undef CURRENT_CLASS