/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 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. */ #ifndef OSGUTIL_CULLVISITOR #define OSGUTIL_CULLVISITOR 1 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace osgUtil { /** * Basic NodeVisitor implementation for rendering a scene. * This visitor traverses the scene graph, collecting transparent and * opaque osg::Drawables into a depth sorted transparent bin and a state * sorted opaque bin. The opaque bin is rendered first, and then the * transparent bin is rendered in order from the furthest osg::Drawable * from the eye to the one nearest the eye. */ class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor, public osg::CullStack { public: typedef osg::Matrix::value_type value_type; CullVisitor(); /// Copy constructor that does a shallow copy. CullVisitor(const CullVisitor&); META_NodeVisitor(osgUtil, CullVisitor) /** Create a shallow copy of the CullVisitor, used by CullVisitor::create() to clone the prototype. */ virtual CullVisitor* clone() const { return new CullVisitor(*this); } /** get the prototype singleton used by CullVisitor::create().*/ static osg::ref_ptr& prototype(); /** create a CullVisitor by cloning CullVisitor::prototype().*/ static CullVisitor* create(); virtual void reset(); struct Identifier : public osg::Referenced { Identifier() {} virtual ~Identifier() {} }; void setIdentifier(Identifier* identifier) { _identifier = identifier; } Identifier* getIdentifier() { return _identifier.get(); } const Identifier* getIdentifier() const { return _identifier.get(); } virtual osg::Vec3 getEyePoint() const { return getEyeLocal(); } virtual osg::Vec3 getViewPoint() const { return getViewPointLocal(); } virtual float getDistanceToEyePoint(const osg::Vec3& pos, bool withLODScale) const; virtual float getDistanceFromEyePoint(const osg::Vec3& pos, bool withLODScale) const; virtual float getDistanceToViewPoint(const osg::Vec3& pos, bool withLODScale) const; virtual void apply(osg::Node&); virtual void apply(osg::Geode& node); virtual void apply(osg::Drawable& drawable); virtual void apply(osg::Billboard& node); virtual void apply(osg::LightSource& node); virtual void apply(osg::ClipNode& node); virtual void apply(osg::TexGenNode& node); virtual void apply(osg::Group& node); virtual void apply(osg::Transform& node); virtual void apply(osg::Projection& node); virtual void apply(osg::Switch& node); virtual void apply(osg::LOD& node); virtual void apply(osg::ClearNode& node); virtual void apply(osg::Camera& node); virtual void apply(osg::OccluderNode& node); virtual void apply(osg::OcclusionQueryNode& node); /** Push state set on the current state group. * If the state exists in a child state group of the current * state group then move the current state group to that child. * Otherwise, create a new state group for the state set, add * it to the current state group then move the current state * group pointer to the new state group. */ inline void pushStateSet(const osg::StateSet* ss) { _currentStateGraph = _currentStateGraph->find_or_insert(ss); if (_numberOfEncloseOverrideRenderBinDetails==0 && ss->useRenderBinDetails() && !ss->getBinName().empty()) { _renderBinStack.push_back(_currentRenderBin); _currentRenderBin = ss->getNestRenderBins() ? _currentRenderBin->find_or_insert(ss->getBinNumber(),ss->getBinName()) : _currentRenderBin->getStage()->find_or_insert(ss->getBinNumber(),ss->getBinName()); } if (ss->getRenderBinMode()==osg::StateSet::OVERRIDE_RENDERBIN_DETAILS) { ++_numberOfEncloseOverrideRenderBinDetails; } } /** Pop the top state set and hence associated state group. * Move the current state group to the parent of the popped * state group. */ inline void popStateSet() { const osg::StateSet* ss = _currentStateGraph->getStateSet(); if (ss->getRenderBinMode()==osg::StateSet::OVERRIDE_RENDERBIN_DETAILS) { --_numberOfEncloseOverrideRenderBinDetails; } if (_numberOfEncloseOverrideRenderBinDetails==0 && ss->useRenderBinDetails() && !ss->getBinName().empty()) { if (_renderBinStack.empty()) { _currentRenderBin = _currentRenderBin->getStage(); } else { _currentRenderBin = _renderBinStack.back(); _renderBinStack.pop_back(); } } _currentStateGraph = _currentStateGraph->_parent; } inline void setStateGraph(StateGraph* rg) { _rootStateGraph = rg; _currentStateGraph = rg; } inline StateGraph* getRootStateGraph() { return _rootStateGraph.get(); } inline StateGraph* getCurrentStateGraph() { return _currentStateGraph; } inline void setRenderStage(RenderStage* rg) { _rootRenderStage = rg; _currentRenderBin = rg; } inline RenderStage* getRenderStage() { return _rootRenderStage.get(); } inline RenderStage* getCurrentRenderStage() { return _currentRenderBin->getStage(); } inline osg::Camera* getCurrentCamera() { return getCurrentRenderStage()->getCamera(); } inline RenderBin* getCurrentRenderBin() { return _currentRenderBin; } inline void setCurrentRenderBin(RenderBin* rb) { _currentRenderBin = rb; } void setCalculatedNearPlane(value_type value) { _computed_znear = value; } inline value_type getCalculatedNearPlane() const { return _computed_znear; } void setCalculatedFarPlane(value_type value) { _computed_zfar = value; } inline value_type getCalculatedFarPlane() const { return _computed_zfar; } value_type computeNearestPointInFrustum(const osg::Matrix& matrix, const osg::Polytope::PlaneList& planes,const osg::Drawable& drawable); value_type computeFurthestPointInFrustum(const osg::Matrix& matrix, const osg::Polytope::PlaneList& planes,const osg::Drawable& drawable); bool updateCalculatedNearFar(const osg::Matrix& matrix,const osg::BoundingBox& bb); bool updateCalculatedNearFar(const osg::Matrix& matrix,const osg::Drawable& drawable, bool isBillboard=false); void updateCalculatedNearFar(const osg::Vec3& pos); /** Add a drawable to current render graph.*/ inline void addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix); /** Add a drawable and depth to current render graph.*/ inline void addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth); /** Add an attribute which is positioned relative to the modelview matrix.*/ inline void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr); /** Add an attribute which is positioned relative to the modelview matrix.*/ inline void addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr); /** compute near plane based on the polgon intersection of primtives in near plane candidate list of drawables. * Note, you have to set ComputeNearFarMode to COMPUTE_NEAR_FAR_USING_PRIMITIVES to be able to near plane candidate drawables to be recorded by the cull traversal. */ void computeNearPlane(); /** Re-implement CullStack's popProjectionMatrix() adding clamping of the projection matrix to * the computed near and far.*/ virtual void popProjectionMatrix(); /** CullVisitor's default clamping of the projection float matrix to computed near and far values. * Note, do not call this method directly, use clampProjectionMatrix(..) instead, unless you want to bypass the callback.*/ virtual bool clampProjectionMatrixImplementation(osg::Matrixf& projection, double& znear, double& zfar) const; /** CullVisitor's default clamping of the projection double matrix to computed near and far values. * Note, do not call this method directly, use clampProjectionMatrix(..) instead, unless you want to bypass the callback.*/ virtual bool clampProjectionMatrixImplementation(osg::Matrixd& projection, double& znear, double& zfar) const; /** Clamp the projection float matrix to computed near and far values, use callback if it exists, * otherwise use default CullVisitor implementation.*/ inline bool clampProjectionMatrix(osg::Matrixf& projection, value_type& znear, value_type& zfar) const { double zn = znear; double zf = zfar; bool result = false; if (_clampProjectionMatrixCallback.valid()) result = _clampProjectionMatrixCallback->clampProjectionMatrixImplementation(projection, zn, zf); else result = clampProjectionMatrixImplementation(projection, zn, zf); if (result) { znear = zn; zfar = zf; return true; } else return false; } /** Clamp the projection double matrix to computed near and far values, use callback if it exists, * otherwise use default CullVisitor implementation.*/ inline bool clampProjectionMatrix(osg::Matrixd& projection, value_type& znear, value_type& zfar) const { double zn = znear; double zf = zfar; bool result = false; if (_clampProjectionMatrixCallback.valid()) result = _clampProjectionMatrixCallback->clampProjectionMatrixImplementation(projection, zn, zf); else result = clampProjectionMatrixImplementation(projection, zn, zf); if (result) { znear = zn; zfar = zf; return true; } else return false; } void setState(osg::State* state) { _renderInfo.setState(state); } osg::State* getState() { return _renderInfo.getState(); } const osg::State* getState() const { return _renderInfo.getState(); } void setRenderInfo(osg::RenderInfo& renderInfo) { _renderInfo = renderInfo; } osg::RenderInfo& getRenderInfo() { return _renderInfo; } const osg::RenderInfo& getRenderInfo() const { return _renderInfo; } protected: virtual ~CullVisitor(); /** Prevent unwanted copy operator.*/ CullVisitor& operator = (const CullVisitor&) { return *this; } inline void handle_cull_callbacks_and_traverse(osg::Node& node) { osg::Callback* callback = node.getCullCallback(); if (callback) callback->run(&node,this); else traverse(node); } inline void handle_cull_callbacks_and_accept(osg::Node& node,osg::Node* acceptNode) { osg::Callback* callback = node.getCullCallback(); if (callback) callback->run(&node,this); else acceptNode->accept(*this); } osg::ref_ptr _rootStateGraph; StateGraph* _currentStateGraph; osg::ref_ptr _rootRenderStage; RenderBin* _currentRenderBin; std::vector _renderBinStack; unsigned int _traversalNumber; value_type _computed_znear; value_type _computed_zfar; typedef std::vector< osg::ref_ptr > RenderLeafList; RenderLeafList _reuseRenderLeafList; unsigned int _currentReuseRenderLeafIndex; inline RenderLeaf* createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth=0.0f); unsigned int _numberOfEncloseOverrideRenderBinDetails; osg::RenderInfo _renderInfo; struct MatrixPlanesDrawables { MatrixPlanesDrawables(): _drawable(0) { } void set(const osg::Matrix& matrix, const osg::Drawable* drawable, const osg::Polytope& frustum) { _matrix = matrix; _drawable = drawable; if (!_planes.empty()) _planes.clear(); // create a new list of planes from the active walls of the frustum. osg::Polytope::ClippingMask result_mask = frustum.getResultMask(); osg::Polytope::ClippingMask selector_mask = 0x1; for(osg::Polytope::PlaneList::const_iterator itr=frustum.getPlaneList().begin(); itr!=frustum.getPlaneList().end(); ++itr) { if (result_mask&selector_mask) _planes.push_back(*itr); selector_mask <<= 1; } } MatrixPlanesDrawables(const MatrixPlanesDrawables& mpd): _matrix(mpd._matrix), _drawable(mpd._drawable), _planes(mpd._planes) {} MatrixPlanesDrawables& operator = (const MatrixPlanesDrawables& mpd) { _matrix = mpd._matrix; _drawable = mpd._drawable; _planes = mpd._planes; return *this; } osg::Matrix _matrix; const osg::Drawable* _drawable; osg::Polytope::PlaneList _planes; }; typedef std::multimap DistanceMatrixDrawableMap; DistanceMatrixDrawableMap _nearPlaneCandidateMap; DistanceMatrixDrawableMap _farPlaneCandidateMap; osg::ref_ptr _identifier; }; inline void CullVisitor::addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix) { if (_currentStateGraph->leaves_empty()) { // this is first leaf to be added to StateGraph // and therefore should not already know to current render bin, // so need to add it. _currentRenderBin->addStateGraph(_currentStateGraph); } //_currentStateGraph->addLeaf(new RenderLeaf(drawable,matrix)); _currentStateGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix)); } /** Add a drawable and depth to current render graph.*/ inline void CullVisitor::addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth) { if (_currentStateGraph->leaves_empty()) { // this is first leaf to be added to StateGraph // and therefore should not already know to current render bin, // so need to add it. _currentRenderBin->addStateGraph(_currentStateGraph); } //_currentStateGraph->addLeaf(new RenderLeaf(drawable,matrix,depth)); _currentStateGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix,depth)); } /** Add an attribute which is positioned relative to the modelview matrix.*/ inline void CullVisitor::addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr) { _currentRenderBin->getStage()->addPositionedAttribute(matrix,attr); } /** Add an attribute which is positioned relative to the modelview matrix.*/ inline void CullVisitor::addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr) { _currentRenderBin->getStage()->addPositionedTextureAttribute(textureUnit,matrix,attr); } inline RenderLeaf* CullVisitor::createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth) { // Skips any already reused renderleaf. while (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size() && _reuseRenderLeafList[_currentReuseRenderLeafIndex]->referenceCount()>1) { osg::notify(osg::NOTICE)<<"Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry."<< std::endl; ++_currentReuseRenderLeafIndex; } // If still within list, element must be singularly referenced then return it to be reused. if (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size()) { RenderLeaf* renderleaf = _reuseRenderLeafList[_currentReuseRenderLeafIndex++].get(); renderleaf->set(drawable,projection,matrix,depth,_traversalNumber++); return renderleaf; } // Otherwise need to create new renderleaf. RenderLeaf* renderleaf = new RenderLeaf(drawable,projection,matrix,depth,_traversalNumber++); _reuseRenderLeafList.push_back(renderleaf); ++_currentReuseRenderLeafIndex; return renderleaf; } } #endif