/* -*-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 using namespace osg; CullingSet::CullingSet() { _mask = ENABLE_ALL_CULLING; _pixelSizeVector.set(0,0,0,1); _smallFeatureCullingPixelSize=1.0f; } CullingSet::~CullingSet() { } void CullingSet::disableAndPushOccludersCurrentMask(NodePath& nodePath) { for(OccluderList::iterator itr=_occluderList.begin(); itr!=_occluderList.end(); ++itr) { //std::cout<<" checking against ";PrintNodePath(itr->getNodePath());std::cout<getNodePath()==nodePath) { //std::cout<<" ++ disabling occluder "<disableResultMasks(); itr->pushCurrentMask(); } } } void CullingSet::popOccludersCurrentMask(NodePath& nodePath) { //std::cout<<" trying to pop occluder ";PrintNodePath(nodePath);std::cout<getNodePath());std::cout<getNodePath()==nodePath) { //std::cout<<" popping occluder "<popCurrentMask(); } } } osg::Vec4 CullingSet::computePixelSizeVector(const Viewport& W, const Matrix& P, const Matrix& M) { // pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix. // here we do it in short hand with the knowledge of how the window matrix is formed // note P23,P33 are multiplied by an implicit 1 which would come from the window matrix. // Robert Osfield, June 2002. // scaling for horizontal pixels float P00 = P(0,0)*W.width()*0.5f; float P20_00 = P(2,0)*W.width()*0.5f + P(2,3)*W.width()*0.5f; osg::Vec3 scale_00(M(0,0)*P00 + M(0,2)*P20_00, M(1,0)*P00 + M(1,2)*P20_00, M(2,0)*P00 + M(2,2)*P20_00); // scaling for vertical pixels float P10 = P(1,1)*W.height()*0.5f; float P20_10 = P(2,1)*W.height()*0.5f + P(2,3)*W.height()*0.5f; osg::Vec3 scale_10(M(0,1)*P10 + M(0,2)*P20_10, M(1,1)*P10 + M(1,2)*P20_10, M(2,1)*P10 + M(2,2)*P20_10); float P23 = P(2,3); float P33 = P(3,3); osg::Vec4 pixelSizeVector(M(0,2)*P23, M(1,2)*P23, M(2,2)*P23, M(3,2)*P23 + M(3,3)*P33); float scaleRatio = 0.7071067811f/sqrtf(scale_00.length2()+scale_10.length2()); pixelSizeVector *= scaleRatio; return pixelSizeVector; }