#include #include #include #include #include #include using namespace osg; CollectOccludersVisitor::CollectOccludersVisitor() { // overide the default node visitor mode. setTraversalMode(NodeVisitor::TRAVERSE_ACTIVE_CHILDREN); } CollectOccludersVisitor::~CollectOccludersVisitor() { } void CollectOccludersVisitor::reset() { CullStack::reset(); } void CollectOccludersVisitor::apply(osg::Node& node) { if (isCulled(node)) return; // push the culling mode. pushCurrentMask(); traverse(node); // pop the culling mode. popCurrentMask(); } void CollectOccludersVisitor::apply(osg::Transform& node) { if (isCulled(node)) return; // push the culling mode. pushCurrentMask(); ref_ptr matrix = createOrReuseMatrix(getModelViewMatrix()); node.getLocalToWorldMatrix(*matrix,this); pushModelViewMatrix(matrix.get()); traverse(node); popModelViewMatrix(); // pop the culling mode. popCurrentMask(); } void CollectOccludersVisitor::apply(osg::Projection& node) { if (isCulled(node)) return; // push the culling mode. pushCurrentMask(); ref_ptr matrix = createOrReuseMatrix(node.getMatrix()); pushProjectionMatrix(matrix.get()); traverse(node); popProjectionMatrix(); // pop the culling mode. popCurrentMask(); } void CollectOccludersVisitor::apply(osg::Switch& node) { apply((Group&)node); } void CollectOccludersVisitor::apply(osg::LOD& node) { if (isCulled(node)) return; int eval = node.evaluate(getEyeLocal(),_LODBias); if (eval<0) return; // push the culling mode. pushCurrentMask(); //notify(INFO) << "selecting child "<accept(*this); // pop the culling mode. popCurrentMask(); } void CollectOccludersVisitor::apply(osg::OccluderNode& node) { // need to check if occlusion node is in the occluder // list, if so disable the appropriate ShadowOccluderVolume disableOccluder(_nodePath); if (isCulled(node)) return; std::cout<<"CollectOccludersVisitor:: We have found an Occlusion node in frustum"<<&node<getOccluder().getVertexList())) { // need to test occluder against view frustum. std::cout << " adding in Occluder"<