/* OpenSceneGraph example, osgdepthpartion. * * 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. */ #include "DistanceAccumulator.h" #include #include #include #include #include #include /** Function that sees whether one DistancePair should come before another in an sorted list. Used to sort the vector of DistancePairs. */ bool precedes(const DistanceAccumulator::DistancePair &a, const DistanceAccumulator::DistancePair &b) { // This results in sorting in order of descending far distances if(a.second > b.second) return true; else return false; } /** Computes distance (in z direction) betwen a point and the viewer's eye, given by a view matrix */ double distance(const osg::Vec3 &coord, const osg::Matrix& matrix) { // Here we are taking only the z coordinate of the point transformed // by the matrix, ie coord*matrix. The negative sign is because we // want to consider into the screen as INCREASING distance. return -( coord[0]*matrix(0,2) + coord[1]*matrix(1,2) + coord[2]*matrix(2,2) + matrix(3,2) ); } #define CURRENT_CLASS DistanceAccumulator CURRENT_CLASS::CURRENT_CLASS() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN), _nearFarRatio(0.0005), _maxDepth(UINT_MAX) { setMatrices(osg::Matrix::identity(), osg::Matrix::identity()); reset(); } CURRENT_CLASS::~CURRENT_CLASS() {} void CURRENT_CLASS::pushLocalFrustum() { osg::Matrix& currMatrix = _viewMatrices.back(); // Compute the frustum in local space osg::Polytope localFrustum; localFrustum.setToUnitFrustum(false, false); localFrustum.transformProvidingInverse(currMatrix*_projectionMatrices.back()); _localFrusta.push_back(localFrustum); // Compute new bounding box corners bbCornerPair corner; corner.second = (currMatrix(0,2)<=0?1:0) | (currMatrix(1,2)<=0?2:0) | (currMatrix(2,2)<=0?4:0); corner.first = (~corner.second)&7; _bbCorners.push_back(corner); } void CURRENT_CLASS::pushDistancePair(double zNear, double zFar) { if(zFar > 0.0) // Make sure some of drawable is visible { // Make sure near plane is in front of viewpoint. if(zNear <= 0.0) { zNear = zFar*_nearFarRatio; if(zNear >= 1.0) zNear = 1.0; // 1.0 limit chosen arbitrarily! } // Add distance pair for current drawable _distancePairs.push_back(DistancePair(zNear, zFar)); // Override the current nearest/farthest planes if necessary if(zNear < _limits.first) _limits.first = zNear; if(zFar > _limits.second) _limits.second = zFar; } } /** Return true if the node should be traversed, and false if the bounding sphere of the node is small enough to be rendered by one Camera. If the latter is true, then store the node's near & far plane distances. */ bool CURRENT_CLASS::shouldContinueTraversal(osg::Node &node) { // Allow traversal to continue if we haven't reached maximum depth. bool keepTraversing = (_currentDepth < _maxDepth); osg::BoundingSphere bs = node.getBound(); double zNear = 0.0, zFar = 0.0; // Make sure bounding sphere is valid if(bs.valid()) { // Make sure bounding sphere is within the viewing volume if(!_localFrusta.back().contains(bs)) keepTraversing = false; else // Compute near and far planes for this node { // Since the view matrix could involve complex transformations, // we need to determine a new BoundingSphere that would encompass // the transformed BoundingSphere. const osg::Matrix &l2w = _viewMatrices.back(); // Get the transformed x-axis of the BoundingSphere osg::Vec3d newX = bs._center; newX.x() += bs._radius; // Get X-edge of bounding sphere newX = newX * l2w; // Get the transformed y-axis of the BoundingSphere osg::Vec3d newY = bs._center; newY.y() += bs._radius; // Get Y-edge of bounding sphere newY = newY * l2w; // Get the transformed z-axis of the BoundingSphere osg::Vec3d newZ = bs._center; newZ.z() += bs._radius; // Get Z-edge of bounding sphere newZ = newZ * l2w; // Get the transformed center of the BoundingSphere bs._center = bs._center * l2w; // Compute lengths of transformed x, y, and z axes double newXLen = (newX - bs._center).length(); double newYLen = (newY - bs._center).length(); double newZLen = (newZ - bs._center).length(); // The encompassing radius is the max of the transformed lengths bs._radius = newXLen; if(newYLen > bs._radius) bs._radius = newYLen; if(newZLen > bs._radius) bs._radius = newZLen; // Now we can compute the near & far planes, noting that for // complex view transformations (ie. involving scales) the new // BoundingSphere may be bigger than the original one. // Note that the negative sign on the bounding sphere center is // because we want distance to increase INTO the screen. zNear = -bs._center.z() - bs._radius; zFar = -bs._center.z() + bs._radius; // If near/far ratio is big enough, then we don't need to keep // traversing children of this node. if(zNear >= zFar*_nearFarRatio) keepTraversing = false; } } // If traversal should stop, then store this node's (near,far) pair if(!keepTraversing) pushDistancePair(zNear, zFar); return keepTraversing; } void CURRENT_CLASS::apply(osg::Node &node) { if(shouldContinueTraversal(node)) { // Traverse this node ++_currentDepth; traverse(node); --_currentDepth; } } void CURRENT_CLASS::apply(osg::Projection &proj) { if(shouldContinueTraversal(proj)) { // Push the new projection matrix view frustum _projectionMatrices.push_back(proj.getMatrix()); pushLocalFrustum(); // Traverse the group ++_currentDepth; traverse(proj); --_currentDepth; // Reload original matrix and frustum _localFrusta.pop_back(); _bbCorners.pop_back(); _projectionMatrices.pop_back(); } } void CURRENT_CLASS::apply(osg::Transform &transform) { if(shouldContinueTraversal(transform)) { // Compute transform for current node osg::Matrix currMatrix = _viewMatrices.back(); bool pushMatrix = transform.computeLocalToWorldMatrix(currMatrix, this); if(pushMatrix) { // Store the new modelview matrix and view frustum _viewMatrices.push_back(currMatrix); pushLocalFrustum(); } ++_currentDepth; traverse(transform); --_currentDepth; if(pushMatrix) { // Restore the old modelview matrix and view frustum _localFrusta.pop_back(); _bbCorners.pop_back(); _viewMatrices.pop_back(); } } } void CURRENT_CLASS::apply(osg::Geode &geode) { // Contained drawables will only be individually considered if we are // allowed to continue traversing. if(shouldContinueTraversal(geode)) { osg::Drawable *drawable; double zNear, zFar; // Handle each drawable in this geode for(unsigned int i = 0; i < geode.getNumDrawables(); ++i) { drawable = geode.getDrawable(i); const osg::BoundingBox &bb = drawable->getBound(); if(bb.valid()) { // Make sure drawable will be visible in the scene if(!_localFrusta.back().contains(bb)) continue; // Compute near/far distances for current drawable zNear = distance(bb.corner(_bbCorners.back().first), _viewMatrices.back()); zFar = distance(bb.corner(_bbCorners.back().second), _viewMatrices.back()); if(zNear > zFar) std::swap(zNear, zFar); pushDistancePair(zNear, zFar); } } } } void CURRENT_CLASS::setMatrices(const osg::Matrix &modelview, const osg::Matrix &projection) { _modelview = modelview; _projection = projection; } void CURRENT_CLASS::reset() { // Clear vectors & values _distancePairs.clear(); _cameraPairs.clear(); _limits.first = DBL_MAX; _limits.second = 0.0; _currentDepth = 0; // Initial transform matrix is the modelview matrix _viewMatrices.clear(); _viewMatrices.push_back(_modelview); // Set the initial projection matrix _projectionMatrices.clear(); _projectionMatrices.push_back(_projection); // Create a frustum without near/far planes, for cull computations _localFrusta.clear(); _bbCorners.clear(); pushLocalFrustum(); } void CURRENT_CLASS::computeCameraPairs() { // Nothing in the scene, so no cameras needed if(_distancePairs.empty()) return; // Entire scene can be handled by just one camera if(_limits.first >= _limits.second*_nearFarRatio) { _cameraPairs.push_back(_limits); return; } PairList::iterator i,j; // Sort the list of distance pairs by descending far distance std::sort(_distancePairs.begin(), _distancePairs.end(), precedes); // Combine overlapping distance pairs. The resulting set of distance // pairs (called combined pairs) will not overlap. PairList combinedPairs; DistancePair currPair = _distancePairs.front(); for(i = _distancePairs.begin(); i != _distancePairs.end(); ++i) { // Current distance pair does not overlap current combined pair, so // save the current combined pair and start a new one. if(i->second < 0.99*currPair.first) { combinedPairs.push_back(currPair); currPair = *i; } // Current distance pair overlaps current combined pair, so expand // current combined pair to encompass distance pair. else currPair.first = std::min(i->first, currPair.first); } combinedPairs.push_back(currPair); // Add last pair // Compute the (near,far) distance pairs for each camera. // Each of these distance pairs is called a "view segment". double currNearLimit, numSegs, new_ratio; double ratio_invlog = 1.0/log(_nearFarRatio); unsigned int temp; for(i = combinedPairs.begin(); i != combinedPairs.end(); ++i) { currPair = *i; // Save current view segment // Compute the fractional number of view segments needed to span // the current combined distance pair. currNearLimit = currPair.second*_nearFarRatio; if(currPair.first >= currNearLimit) numSegs = 1.0; else { numSegs = log(currPair.first/currPair.second)*ratio_invlog; // Compute the near plane of the last view segment //currNearLimit *= pow(_nearFarRatio, -floor(-numSegs) - 1); for(temp = (unsigned int)(-floor(-numSegs)); temp > 1; temp--) { currNearLimit *= _nearFarRatio; } } // See if the closest view segment can absorb other combined pairs for(j = i+1; j != combinedPairs.end(); ++j) { // No other distance pairs can be included if(j->first < currNearLimit) break; } // If we did absorb another combined distance pair, recompute the // number of required view segments. if(i != j-1) { i = j-1; currPair.first = i->first; if(currPair.first >= currPair.second*_nearFarRatio) numSegs = 1.0; else numSegs = log(currPair.first/currPair.second)*ratio_invlog; } /* Compute an integer number of segments by rounding the fractional number of segments according to how many segments there are. In general, the more segments there are, the more likely that the integer number of segments will be rounded down. The purpose of this is to try to minimize the number of view segments that are used to render any section of the scene without violating the specified _nearFarRatio by too much. */ if(numSegs < 10.0) numSegs = floor(numSegs + 1.0 - 0.1*floor(numSegs)); else numSegs = floor(numSegs); // Compute the near/far ratio that will be used for each view segment // in this section of the scene. new_ratio = pow(currPair.first/currPair.second, 1.0/numSegs); // Add numSegs new view segments to the camera pairs list for(temp = (unsigned int)numSegs; temp > 0; temp--) { currPair.first = currPair.second*new_ratio; _cameraPairs.push_back(currPair); currPair.second = currPair.first; } } } void CURRENT_CLASS::setNearFarRatio(double ratio) { if(ratio <= 0.0 || ratio >= 1.0) return; _nearFarRatio = ratio; } #undef CURRENT_CLASS