/* OpenSceneGraph example, osganimate. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ // This exampl demonstrates use of OcclusionQueryNode. // // In general, you use OcclusionQueryNode by simply attaching a subgraph // or subgraphs as children, and it performs an OpenGL oclusion query // to determine whether to draw the subgraphs or not. // // You can manually insert OcclusionQueryNodes at strategic locations // in your scene graph, or you can write a NodeVisitor to insert them // automatically, as this example shows. // // Run this example with no command line arguments, and it creates // a "stock scene" to show how OcclusionQueryNode can be used. // // Or, run this example with a model on the command line, and the // example uses a NodeVisitor to try to find worthwhile locations // for OcclusionQueryNodes in your the scene graph. #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // NodeVisitors and utility functions for OcclusionQueryNode // Use this visitor to insert OcclusionQueryNodes (OQNs) in the // visited subgraph. Only one OQN will test any particular node // (no nesting). See also OcclusionQueryNonFlatVisitor. class OcclusionQueryVisitor : public osg::NodeVisitor { public: OcclusionQueryVisitor(); virtual ~OcclusionQueryVisitor(); // Specify the vertex count threshold for performing occlusion // query tests. Nodes in the scene graph whose total child geometry // contains fewer vertices than the specified threshold will // never be tested, just drawn. (In fact, they will br treated as // potential occluders and rendered first in front-to-back order.) void setOccluderThreshold( int vertices ); int getOccluderThreshold() const; virtual void apply( osg::OcclusionQueryNode& oqn ); virtual void apply( osg::Group& group ); virtual void apply( osg::Geode& geode ); protected: void addOQN( osg::Node& node ); // When an OQR creates all OQNs and each OQN shares the same OQC, // these methods are used to uniquely name all OQNs. Handy // for debugging. std::string getNextOQNName(); int getNameIdx() const { return _nameIdx; } osg::ref_ptr _state; osg::ref_ptr _debugState; unsigned int _nameIdx; int _occluderThreshold; }; // Find all OQNs in the visited scene graph and set their visibility threshold. class VisibilityThresholdVisitor : public osg::NodeVisitor { public: VisibilityThresholdVisitor( unsigned int threshold=500 ) : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), _visThreshold( threshold ) {} virtual ~VisibilityThresholdVisitor() {} virtual void apply( osg::OcclusionQueryNode& oqn ); protected: unsigned int _visThreshold; }; // Find all OQNs in the visited scene graph and set the number of frames // between queries. class QueryFrameCountVisitor : public osg::NodeVisitor { public: QueryFrameCountVisitor( int count=5 ) : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), _count( count ) {} virtual ~QueryFrameCountVisitor() {} virtual void apply( osg::OcclusionQueryNode& oqn ); protected: unsigned int _count; }; // Find all OQNs in the visited scene graph and enable or disable queries.. class EnableQueryVisitor : public osg::NodeVisitor { public: EnableQueryVisitor( bool enable=true ) : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), _enabled( enable ) {} virtual ~EnableQueryVisitor() {} virtual void apply( osg::OcclusionQueryNode& oqn ); protected: bool _enabled; }; // Find all OQNs in the visited scene graph and enable or disable the // debug bounding volume display. class DebugDisplayVisitor : public osg::NodeVisitor { public: DebugDisplayVisitor( bool debug=true ) : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), _debug( debug ) {} virtual ~DebugDisplayVisitor() {} virtual void apply( osg::OcclusionQueryNode& oqn ); protected: bool _debug; }; // Remove all OQNs from the visited scene graph. class RemoveOcclusionQueryVisitor : public osg::NodeVisitor { public: RemoveOcclusionQueryVisitor(); virtual ~RemoveOcclusionQueryVisitor(); virtual void apply( osg::OcclusionQueryNode& oqn ); protected: }; // Gather statistics about OQN performance in the visited scene graph. class StatisticsVisitor : public osg::NodeVisitor { public: StatisticsVisitor( osg::NodeVisitor::TraversalMode mode=osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN ); virtual ~StatisticsVisitor(); virtual void apply( osg::OcclusionQueryNode& oqn ); void reset(); unsigned int getNumOQNs() const; unsigned int getNumPassed() const; protected: unsigned int _numOQNs; unsigned int _numPassed; }; unsigned int countGeometryVertices( osg::Geometry* geom ) { if (!geom->getVertexArray()) return 0; // TBD This will eventually iterate over the PrimitiveSets and total the // number of vertices actually used. But for now, it just returns the // size of the vertex array. return geom->getVertexArray()->getNumElements(); } class VertexCounter : public osg::NodeVisitor { public: VertexCounter( int limit ) : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), _limit( limit ), _total( 0 ) {} ~VertexCounter() {} int getTotal() { return _total; } bool exceeded() const { return _total > _limit; } void reset() { _total = 0; } virtual void apply( osg::Node& node ) { // Check for early abort. If out total already exceeds the // max number of vertices, no need to traverse further. if (exceeded()) return; traverse( node ); } virtual void apply( osg::Geode& geode ) { // Possible early abort. if (exceeded()) return; unsigned int i; for( i = 0; i < geode.getNumDrawables(); i++ ) { osg::Geometry* geom = dynamic_cast(geode.getDrawable(i)); if( !geom ) continue; _total += countGeometryVertices( geom ); if (_total > _limit) break; } } protected: int _limit; int _total; }; OcclusionQueryVisitor::OcclusionQueryVisitor() : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), _nameIdx( 0 ), _occluderThreshold( 5000 ) { // Create a dummy OcclusionQueryNode just so we can get its state. // We'll then share that state between all OQNs we add to the visited scene graph. osg::ref_ptr oqn = new osg::OcclusionQueryNode; _state = oqn->getQueryStateSet(); _debugState = oqn->getDebugStateSet(); } OcclusionQueryVisitor::~OcclusionQueryVisitor() { osg::notify( osg::INFO ) << "osgOQ: OcclusionQueryVisitor: Added " << getNameIdx() << " OQNodes." << std::endl; } void OcclusionQueryVisitor::setOccluderThreshold( int vertices ) { _occluderThreshold = vertices; } int OcclusionQueryVisitor::getOccluderThreshold() const { return _occluderThreshold; } void OcclusionQueryVisitor::apply( osg::OcclusionQueryNode& oqn ) { // A subgraph is already under osgOQ control. // Don't traverse further. return; } void OcclusionQueryVisitor::apply( osg::Group& group ) { if (group.getNumParents() == 0) { // Can't add an OQN above a root node. traverse( group ); return; } int preTraverseOQNCount = getNameIdx(); traverse( group ); if (getNameIdx() > preTraverseOQNCount) // A least one OQN was added below the current node. // Don't add one here to avoid hierarchical nesting. return; // There are no OQNs below this group. If the vertex // count exceeds the threshold, add an OQN here. addOQN( group ); } void OcclusionQueryVisitor::apply( osg::Geode& geode ) { if (geode.getNumParents() == 0) { // Can't add an OQN above a root node. traverse( geode ); return; } addOQN( geode ); } void OcclusionQueryVisitor::addOQN( osg::Node& node ) { VertexCounter vc( _occluderThreshold ); node.accept( vc ); if (vc.exceeded()) { // Insert OQN(s) above this node. unsigned int np = node.getNumParents(); while (np--) { osg::Group* parent = dynamic_cast( node.getParent( np ) ); if (parent != NULL) { osg::ref_ptr oqn = new osg::OcclusionQueryNode(); oqn->addChild( &node ); parent->replaceChild( &node, oqn.get() ); oqn->setName( getNextOQNName() ); // Set all OQNs to use the same query StateSets (instead of multiple copies // of the same StateSet) for efficiency. oqn->setQueryStateSet( _state.get() ); oqn->setDebugStateSet( _debugState.get() ); } } } } std::string OcclusionQueryVisitor::getNextOQNName() { std::ostringstream ostr; ostr << "OQNode_" << _nameIdx++; return ostr.str(); } // void VisibilityThresholdVisitor::apply( osg::OcclusionQueryNode& oqn ) { oqn.setVisibilityThreshold( _visThreshold ); traverse( oqn ); } void QueryFrameCountVisitor::apply( osg::OcclusionQueryNode& oqn ) { oqn.setQueryFrameCount( _count ); traverse( oqn ); } void EnableQueryVisitor::apply( osg::OcclusionQueryNode& oqn ) { oqn.setQueriesEnabled( _enabled ); traverse( oqn ); } void DebugDisplayVisitor::apply( osg::OcclusionQueryNode& oqn ) { oqn.setDebugDisplay( _debug ); traverse( oqn ); } RemoveOcclusionQueryVisitor::RemoveOcclusionQueryVisitor() : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ) { } RemoveOcclusionQueryVisitor::~RemoveOcclusionQueryVisitor() { } void RemoveOcclusionQueryVisitor::apply( osg::OcclusionQueryNode& oqn ) { if (oqn.getNumParents() == 0) { // Even if this is an OQN, can't delete it because it's the root. traverse( oqn ); return; } osg::ref_ptr oqnPtr = &oqn; unsigned int np = oqn.getNumParents(); while (np--) { osg::Group* parent = dynamic_cast( oqn.getParent( np ) ); if (parent != NULL) { // Remove OQN from parent. parent->removeChild( oqnPtr.get() ); // Add OQN's children to parent. unsigned int nc = oqn.getNumChildren(); while (nc--) parent->addChild( oqn.getChild( nc ) ); } } } StatisticsVisitor::StatisticsVisitor( osg::NodeVisitor::TraversalMode mode ) : osg::NodeVisitor( mode ), _numOQNs( 0 ), _numPassed( 0 ) { } StatisticsVisitor::~StatisticsVisitor() { } void StatisticsVisitor::apply( osg::OcclusionQueryNode& oqn ) { _numOQNs++; if (oqn.getPassed()) _numPassed++; traverse( oqn ); } void StatisticsVisitor::reset() { _numOQNs = _numPassed = 0; } unsigned int StatisticsVisitor::getNumOQNs() const { return _numOQNs; } unsigned int StatisticsVisitor::getNumPassed() const { return _numPassed; } // End NodeVisitors // KetHandler -- // Allow user to do interesting things with an // OcclusionQueryNode-enabled scene graph at run time. class KeyHandler : public osgGA::GUIEventHandler { public: KeyHandler( osg::Node& node ) : _node( node ), _enable( true ), _debug( false ) {} bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& ) { switch( ea.getEventType() ) { case(osgGA::GUIEventAdapter::KEYUP): { if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F6) { // F6 -- Toggle osgOQ testing. _enable = !_enable; EnableQueryVisitor eqv( _enable ); _node.accept( eqv ); return true; } else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F7) { // F7 -- Toggle display of OQ test bounding volumes _debug = !_debug; DebugDisplayVisitor ddv( _debug ); _node.accept( ddv ); return true; } else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F8) { // F8 -- Gether stats and display StatisticsVisitor sv; _node.accept( sv ); std::cout << "osgOQ: Stats: numOQNs " << sv.getNumOQNs() << ", numPased " << sv.getNumPassed() << std::endl; return true; } else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F9) { // F9 -- Remove all OcclusionQueryNodes RemoveOcclusionQueryVisitor roqv; _node.accept( roqv ); return true; } else if (ea.getKey()=='o') { if (osgDB::writeNodeFile( _node, "saved_model.osg" )) osg::notify( osg::ALWAYS ) << "osgOQ: Wrote scene graph to \"saved_model.osg\"" << std::endl; else osg::notify( osg::ALWAYS ) << "osgOQ: Wrote failed for \"saved_model.osg\"" << std::endl; return true; } return false; } default: break; } return false; } osg::Node& _node; bool _enable, _debug; }; // Create a cube with one side missing. This makes a great simple occluder. osg::ref_ptr createBox() { osg::ref_ptr box = new osg::Geode; osg::StateSet* state = box->getOrCreateStateSet(); osg::PolygonMode* pm = new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL ); state->setAttributeAndModes( pm, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED ); osg::ref_ptr geom = new osg::Geometry; osg::ref_ptr v = new osg::Vec3Array; geom->setVertexArray( v.get() ); { const float x( 0.f ); const float y( 0.f ); const float z( 0.f ); const float r( 1.1f ); v->push_back( osg::Vec3( x-r, y-r, z-r ) ); //left -X v->push_back( osg::Vec3( x-r, y-r, z+r ) ); v->push_back( osg::Vec3( x-r, y+r, z+r ) ); v->push_back( osg::Vec3( x-r, y+r, z-r ) ); v->push_back( osg::Vec3( x+r, y-r, z+r ) ); //right +X v->push_back( osg::Vec3( x+r, y-r, z-r ) ); v->push_back( osg::Vec3( x+r, y+r, z-r ) ); v->push_back( osg::Vec3( x+r, y+r, z+r ) ); v->push_back( osg::Vec3( x-r, y-r, z-r ) ); // bottom -Z v->push_back( osg::Vec3( x-r, y+r, z-r ) ); v->push_back( osg::Vec3( x+r, y+r, z-r ) ); v->push_back( osg::Vec3( x+r, y-r, z-r ) ); v->push_back( osg::Vec3( x-r, y-r, z+r ) ); // top +Z v->push_back( osg::Vec3( x+r, y-r, z+r ) ); v->push_back( osg::Vec3( x+r, y+r, z+r ) ); v->push_back( osg::Vec3( x-r, y+r, z+r ) ); v->push_back( osg::Vec3( x-r, y+r, z-r ) ); // back +Y v->push_back( osg::Vec3( x-r, y+r, z+r ) ); v->push_back( osg::Vec3( x+r, y+r, z+r ) ); v->push_back( osg::Vec3( x+r, y+r, z-r ) ); } osg::ref_ptr c = new osg::Vec4Array; geom->setColorArray( c.get() ); geom->setColorBinding( osg::Geometry::BIND_OVERALL ); c->push_back( osg::Vec4( 0.f, 1.f, 1.f, 1.f ) ); osg::ref_ptr n = new osg::Vec3Array; geom->setNormalArray( n.get() ); geom->setNormalBinding( osg::Geometry::BIND_PER_PRIMITIVE ); n->push_back( osg::Vec3( -1.f, 0.f, 0.f ) ); n->push_back( osg::Vec3( 1.f, 0.f, 0.f ) ); n->push_back( osg::Vec3( 0.f, 0.f, -1.f ) ); n->push_back( osg::Vec3( 0.f, 0.f, 1.f ) ); n->push_back( osg::Vec3( 0.f, 1.f, 0.f ) ); geom->addPrimitiveSet( new osg::DrawArrays( GL_QUADS, 0, 20 ) ); box->addDrawable( geom.get() ); return box.get(); } // Make a Geometry that renders slow intentionally. // To make sure it renders slow, we do the following: // * Disable display lists // * Force glBegin/glEnd slow path // * Lots of vertices and color data per vertex // * No vertex sharing // * Draw the triangles as wireframe osg::ref_ptr createRandomTriangles( unsigned int num ) { osg::ref_ptr tris = new osg::Geode; osg::StateSet* ss = tris->getOrCreateStateSet(); // Force wireframe. Many gfx cards handle this poorly. osg::PolygonMode* pm = new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE ); ss->setAttributeAndModes( pm, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED); ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); osg::ref_ptr geom = new osg::Geometry; // Disable display lists to decrease performance. geom->setUseDisplayList( false ); osg::ref_ptr v = new osg::Vec3Array; geom->setVertexArray( v.get() ); v->resize( num*3 ); unsigned int i; srand( 0 ); #define RAND_NEG1_TO_1 ( ((rand()%20)-10)*.1 ) for (i=0; i c = new osg::Vec4Array; geom->setColorArray( c.get() ); // Bind per primitive to force slow glBegin/glEnd path. geom->setColorBinding( osg::Geometry::BIND_PER_PRIMITIVE ); c->resize( num ); #define RAND_0_TO_1 ( (rand()%10)*.1 ) for (i=0; iaddPrimitiveSet( new osg::DrawArrays( GL_TRIANGLES, 0, num*3 ) ); tris->addDrawable( geom.get() ); return tris.get(); } // Create the stock scene: // Top level Group // Geode (simple occluder // OcclusionQueryNode // Geode with complex, slow geometry. osg::ref_ptr createStockScene() { // Create a simple box occluder osg::ref_ptr root = new osg::Group(); root->addChild( createBox().get() ); // Create a complex mess of triangles as a child below an // OcclusionQueryNode. The OQN will ensure that the // subgraph isn't rendered when it's not visible. osg::ref_ptr oqn = new osg::OcclusionQueryNode; oqn->addChild( createRandomTriangles( 20000 ).get() ); root->addChild( oqn.get() ); return root.get(); } int main(int argc, char** argv) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName()); arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" demonstrates OpenGL occlusion query in OSG using the OcclusionQueryNode."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [filename(s)]"); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display command line parameters"); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout, osg::ApplicationUsage::COMMAND_LINE_OPTION); return 1; } // report any errors if they have occurred when parsing the program arguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } osgViewer::Viewer viewer( arguments ); // add the state manipulator viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); // add the stats handler viewer.addEventHandler(new osgViewer::StatsHandler); // add the help handler viewer.addEventHandler(new osgViewer::HelpHandler(arguments.getApplicationUsage())); // load the specified model osg::ref_ptr root = osgDB::readNodeFiles( arguments ); if (!root) { std::cout << arguments.getApplicationName() <<": No files specified, or can't load them." << std::endl; root = createStockScene().get(); if (!root) { std::cout << arguments.getApplicationName() <<": Failed to create stock scene." << std::endl; return 1; } std::cout << "Using stock scene instead." << std::endl; } else { // Run a NodeVisitor to insert OcclusionQueryNodes in the scene graph. OcclusionQueryVisitor oqv; root->accept( oqv ); } bool optimize = arguments.read( "--opt" ); // any option left unread are converted into errors to write out later. arguments.reportRemainingOptionsAsUnrecognized(); // report any errors if they have occurred when parsing the program arguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } // optimize the scene graph, remove redundant nodes and state etc. if (optimize) { osgUtil::Optimizer optimizer; optimizer.optimize( root.get() ); } viewer.setSceneData( root.get() ); KeyHandler* kh = new KeyHandler( *root ); viewer.addEventHandler( kh ); return viewer.run(); }