100 lines
3.7 KiB
C++
100 lines
3.7 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/CullingSet>
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using namespace osg;
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CullingSet::CullingSet()
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{
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_mask = ENABLE_ALL_CULLING;
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_pixelSizeVector.set(0,0,0,1);
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_smallFeatureCullingPixelSize=1.0f;
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}
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CullingSet::~CullingSet()
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{
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}
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void CullingSet::disableAndPushOccludersCurrentMask(NodePath& nodePath)
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{
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for(OccluderList::iterator itr=_occluderList.begin();
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itr!=_occluderList.end();
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++itr)
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{
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//std::cout<<" checking against ";PrintNodePath(itr->getNodePath());std::cout<<std::endl;
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if (itr->getNodePath()==nodePath)
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{
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//std::cout<<" ++ disabling occluder "<<itr<<std::endl;
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// we have trapped for the case an occlude potentially occluding itself,
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// to prevent this we disable the results mask so that no subsequnt
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// when the next pushCurrentMask calls happens this occluder is switched off.
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itr->disableResultMasks();
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itr->pushCurrentMask();
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}
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}
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}
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void CullingSet::popOccludersCurrentMask(NodePath& nodePath)
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{
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//std::cout<<" trying to pop occluder ";PrintNodePath(nodePath);std::cout<<std::endl;
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for(OccluderList::iterator itr=_occluderList.begin();
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itr!=_occluderList.end();
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++itr)
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{
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//std::cout<<" checking against ";PrintNodePath(itr->getNodePath());std::cout<<std::endl;
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if (itr->getNodePath()==nodePath)
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{
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//std::cout<<" popping occluder "<<itr<<std::endl;
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// we have trapped for the case an occlude potentially occluding itself,
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// to prevent this we disable the results mask so that no subsequnt
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// when the next pushCurrentMask calls happens this occluder is switched off.
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itr->popCurrentMask();
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}
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}
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}
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osg::Vec4 CullingSet::computePixelSizeVector(const Viewport& W, const Matrix& P, const Matrix& M)
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{
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// pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix.
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// here we do it in short hand with the knowledge of how the window matrix is formed
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// note P23,P33 are multiplied by an implicit 1 which would come from the window matrix.
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// Robert Osfield, June 2002.
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// scaling for horizontal pixels
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float P00 = P(0,0)*W.width()*0.5f;
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float P20_00 = P(2,0)*W.width()*0.5f + P(2,3)*W.width()*0.5f;
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osg::Vec3 scale_00(M(0,0)*P00 + M(0,2)*P20_00,
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M(1,0)*P00 + M(1,2)*P20_00,
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M(2,0)*P00 + M(2,2)*P20_00);
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// scaling for vertical pixels
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float P10 = P(1,1)*W.height()*0.5f;
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float P20_10 = P(2,1)*W.height()*0.5f + P(2,3)*W.height()*0.5f;
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osg::Vec3 scale_10(M(0,1)*P10 + M(0,2)*P20_10,
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M(1,1)*P10 + M(1,2)*P20_10,
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M(2,1)*P10 + M(2,2)*P20_10);
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float P23 = P(2,3);
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float P33 = P(3,3);
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osg::Vec4 pixelSizeVector(M(0,2)*P23,
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M(1,2)*P23,
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M(2,2)*P23,
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M(3,2)*P23 + M(3,3)*P33);
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float scaleRatio = 0.7071067811f/sqrtf(scale_00.length2()+scale_10.length2());
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pixelSizeVector *= scaleRatio;
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return pixelSizeVector;
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}
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