21beb236d2
interface to ShadowVolumeOccluders.
692 lines
24 KiB
C++
692 lines
24 KiB
C++
#include <osgUtil/SceneView>
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#include <osgUtil/AppVisitor>
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#include <osgUtil/DisplayListVisitor>
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#include <osg/Notify>
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#include <osg/Texture>
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#include <osg/AlphaFunc>
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#include <osg/TexEnv>
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#include <osg/ColorMatrix>
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#include <osg/LightModel>
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#include <osg/CollectOccludersVisitor>
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#include <osg/GLU>
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using namespace osg;
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using namespace osgUtil;
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SceneView::SceneView(DisplaySettings* ds)
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{
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_displaySettings = ds;
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_calc_nearfar = true;
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_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
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_near_plane = 1.0f;
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_far_plane = 1.0f;
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_lodBias = 1.0f;
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_lightingMode=HEADLIGHT;
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_prioritizeTextures = false;
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_viewport = osgNew Viewport;
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_initCalled = false;
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_cullMask = 0xffffffff;
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_cullMaskLeft = 0xffffffff;
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_cullMaskRight = 0xffffffff;
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}
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SceneView::~SceneView()
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{
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}
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void SceneView::setDefaults()
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{
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_globalState = osgNew osg::StateSet;
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_lightingMode=HEADLIGHT;
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_light = osgNew osg::Light;
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_light->setLightNum(0);
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_light->setAmbient(Vec4(0.00f,0.0f,0.00f,1.0f));
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_light->setDiffuse(Vec4(0.8f,0.8f,0.8f,1.0f));
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_light->setSpecular(Vec4(1.0f,1.0f,1.0f,1.0f));
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_state = osgNew State;
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_camera = osgNew Camera(_displaySettings.get());
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_rendergraph = osgNew RenderGraph;
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_renderStage = osgNew RenderStage;
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#ifndef __sgi
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// sgi's IR graphics has a problem with lighting and display lists, as it seems to store
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// lighting state with the display list, and the display list visitor doesn't currently apply
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// state before creating display lists. So will disable the init visitor default, this won't
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// affect functionality since the display lists will be created as and when needed.
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DisplayListVisitor* dlv = osgNew DisplayListVisitor();
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dlv->setState(_state.get());
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dlv->setNodeMaskOverride(0xffffffff);
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_initVisitor = dlv;
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#endif
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_appVisitor = osgNew AppVisitor;
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_cullVisitor = osgNew CullVisitor;
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_cullVisitor->setRenderGraph(_rendergraph.get());
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_cullVisitor->setRenderStage(_renderStage.get());
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_globalState->setGlobalDefaults();
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// enable lighting by default.
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_globalState->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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_light->setStateSetModes(*_globalState,osg::StateAttribute::ON);
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// enable depth testing by default.
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_globalState->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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// set up an alphafunc by default to speed up blending operations.
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osg::AlphaFunc* alphafunc = osgNew osg::AlphaFunc;
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alphafunc->setFunction(osg::AlphaFunc::GREATER,0.0f);
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_globalState->setAttributeAndModes(alphafunc, osg::StateAttribute::ON);
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// set up an alphafunc by default to speed up blending operations.
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osg::TexEnv* texenv = osgNew osg::TexEnv;
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texenv->setMode(osg::TexEnv::MODULATE);
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_globalState->setAttributeAndModes(texenv, osg::StateAttribute::ON);
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osg::LightModel* lightmodel = osgNew osg::LightModel;
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lightmodel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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_globalState->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
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_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
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_cullMask = 0xffffffff;
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_cullMaskLeft = 0xffffffff;
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_cullMaskRight = 0xffffffff;
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}
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void SceneView::init()
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{
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_initCalled = true;
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if (_sceneData.valid() && _initVisitor.valid())
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{
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_initVisitor->reset();
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_initVisitor->setFrameStamp(_frameStamp.get());
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if (_frameStamp.valid())
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{
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_initVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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_sceneData->accept(*_initVisitor.get());
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}
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}
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void SceneView::app()
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{
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if (!_initCalled) init();
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//std::cout<<std::endl;
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//std::cout<<std::endl;
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//std::cout<<"*************************** New frame ************"<<std::endl;
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if (_sceneData.valid() && _appVisitor.valid())
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{
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_appVisitor->reset();
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_appVisitor->setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
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if (_frameStamp.valid())
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{
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_appVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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_sceneData->accept(*_appVisitor.get());
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}
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}
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void SceneView::cull()
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{
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if (!_state)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView::_state attached, creating a default state automatically."<< std::endl;
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// note the constructor for osg::State will set ContextID to 0 which will be fine to single context graphics
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// applications which is ok for most apps, but not multiple context/pipe applications.
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_state = osgNew osg::State;
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}
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if (!_globalState)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView::_globalState attached, creating a default global stateset automatically."<< std::endl;
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_globalState = osgNew osg::StateSet;
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_globalState->setGlobalDefaults();
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}
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// we in theory should be able to be able to bypass reset, but we'll call it just incase.
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_state->reset();
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_state->setFrameStamp(_frameStamp.get());
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_state->setDisplaySettings(_displaySettings.get());
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osg::ref_ptr<osg::Matrix> projection = _projectionMatrix.get();
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osg::ref_ptr<osg::Matrix> modelview = _modelviewMatrix.get();
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if (_camera.valid())
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{
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_camera->adjustAspectRatio(_viewport->aspectRatio());
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if (_displaySettings.valid())
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_camera->setScreenDistance(_displaySettings->getScreenDistance());
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if (!projection) projection = osgNew osg::Matrix(_camera->getProjectionMatrix());
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if (!modelview) modelview = osgNew osg::Matrix(_camera->getModelViewMatrix());
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//cout <<"fovx="<<_camera->calc_fovx()<<endl;
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}
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if (!projection) projection = osgNew osg::Matrix();
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if (!modelview) modelview = osgNew osg::Matrix();
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if (_displaySettings.valid() && _displaySettings->getStereo())
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{
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float fusionDistance = _displaySettings->getScreenDistance();
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if (_camera.valid())
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{
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fusionDistance = _camera->getFusionDistance();
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}
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float iod = _displaySettings->getEyeSeperation();
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float sd = _displaySettings->getScreenDistance();
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float es = 0.5f*iod*(fusionDistance/sd);
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if (!_cullVisitorLeft.valid()) _cullVisitorLeft = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
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if (!_rendergraphLeft.valid()) _rendergraphLeft = dynamic_cast<RenderGraph*>(_rendergraph->cloneType());
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if (!_renderStageLeft.valid()) _renderStageLeft = dynamic_cast<RenderStage*>(_renderStage->cloneType());
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if (!_cullVisitorRight.valid()) _cullVisitorRight = dynamic_cast<CullVisitor*>(_cullVisitor->cloneType());
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if (!_rendergraphRight.valid()) _rendergraphRight = dynamic_cast<RenderGraph*>(_rendergraph->cloneType());
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if (!_renderStageRight.valid()) _renderStageRight = dynamic_cast<RenderStage*>(_renderStage->cloneType());
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// set up the left eye.
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osg::ref_ptr<osg::Matrix> projectionLeft = osgNew osg::Matrix(osg::Matrix(1.0f,0.0f,0.0f,0.0f,
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0.0f,1.0f,0.0f,0.0f,
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iod/(2.0f*sd),0.0f,1.0f,0.0f,
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0.0f,0.0f,0.0f,1.0f)*
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(*projection));
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osg::ref_ptr<osg::Matrix> modelviewLeft = osgNew osg::Matrix( (*modelview) *
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osg::Matrix(1.0f,0.0f,0.0f,0.0f,
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0.0f,1.0f,0.0f,0.0f,
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0.0f,0.0f,1.0f,0.0f,
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es,0.0f,0.0f,1.0f));
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_cullVisitorLeft->setTraversalMask(_cullMaskLeft);
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cullStage(projectionLeft.get(),modelviewLeft.get(),_cullVisitorLeft.get(),_rendergraphLeft.get(),_renderStageLeft.get());
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// set up the right eye.
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osg::ref_ptr<osg::Matrix> projectionRight = osgNew osg::Matrix(osg::Matrix(1.0f,0.0f,0.0f,0.0f,
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0.0f,1.0f,0.0f,0.0f,
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-iod/(2.0f*sd),0.0f,1.0f,0.0f,
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0.0f,0.0f,0.0f,1.0f)*
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(*projection));
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osg::ref_ptr<osg::Matrix> modelviewRight = osgNew osg::Matrix( (*modelview) *
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osg::Matrix(1.0f,0.0f,0.0f,0.0f,
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0.0f,1.0f,0.0f,0.0f,
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0.0f,0.0f,1.0f,0.0f,
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-es,0.0f,0.0f,1.0f));
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_cullVisitorRight->setTraversalMask(_cullMaskRight);
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cullStage(projectionRight.get(),modelviewRight.get(),_cullVisitorRight.get(),_rendergraphRight.get(),_renderStageRight.get());
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if (_camera.valid())
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{
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// clamp the camera to the near/far computed in cull traversal.
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_camera->setNearFar(_cullVisitorRight->getCalculatedNearPlane(),_cullVisitorRight->getCalculatedFarPlane());
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}
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}
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else
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{
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if (!_cullVisitor)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView:: attached, creating a default CullVisitor automatically."<< std::endl;
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_cullVisitor = osgNew CullVisitor;
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}
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if (!_rendergraph)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView:: attached, creating a global default RenderGraph automatically."<< std::endl;
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_rendergraph = osgNew RenderGraph;
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}
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if (!_renderStage)
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{
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osg::notify(osg::INFO) << "Warning: no valid osgUtil::SceneView::_renderStage attached, creating a default RenderStage automatically."<< std::endl;
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_renderStage = osgNew RenderStage;
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}
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_cullVisitor->setTraversalMask(_cullMask);
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cullStage(projection.get(),modelview.get(),_cullVisitor.get(),_rendergraph.get(),_renderStage.get());
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if (_camera.valid())
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{
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// clamp the camera to the near/far computed in cull traversal.
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_camera->setNearFar(_cullVisitor->getCalculatedNearPlane(),_cullVisitor->getCalculatedFarPlane());
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}
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}
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}
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void SceneView::cullStage(osg::Matrix* projection,osg::Matrix* modelview,osgUtil::CullVisitor* cullVisitor, osgUtil::RenderGraph* rendergraph, osgUtil::RenderStage* renderStage)
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{
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if (!_sceneData || !_viewport->valid()) return;
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if (!_initCalled) init();
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// collect any occluder in the view frustum.
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if (_sceneData->containsOccluderNodes())
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{
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//std::cout << "Scene graph contains occluder nodes, searching for them"<<std::endl;
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osg::CollectOccludersVisitor cov;
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cov.setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
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if (_frameStamp.valid())
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{
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cov.setTraversalNumber(_frameStamp->getFrameNumber());
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}
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cov.pushViewport(_viewport.get());
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cov.pushProjectionMatrix(projection);
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cov.pushModelViewMatrix(modelview);
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// traverse the scene graph to search for occluder in there new positions.
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_sceneData->accept(cov);
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cov.popModelViewMatrix();
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cov.popProjectionMatrix();
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cov.popViewport();
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// sort the occluder from largest occluder volume to smallest.
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cov.removeOccludedOccluders();
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//std::cout << "finished searching for occluder - found "<<cov.getCollectedOccluderSet().size()<<std::endl;
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cullVisitor->getOccluderList().clear();
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std::copy(cov.getCollectedOccluderSet().begin(),cov.getCollectedOccluderSet().end(), std::back_insert_iterator<CullStack::OccluderList>(cullVisitor->getOccluderList()));
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}
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cullVisitor->reset();
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cullVisitor->setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
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if (_frameStamp.valid())
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{
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cullVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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cullVisitor->setLODBias(_lodBias);
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cullVisitor->setEarthSky(NULL); // reset earth sky on each frame.
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cullVisitor->setRenderGraph(rendergraph);
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cullVisitor->setRenderStage(renderStage);
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renderStage->reset();
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// comment out reset of rendergraph since clean is more efficient.
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// rendergraph->reset();
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// use clean of the rendergraph rather than reset, as it is able to
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// reuse the structure on the rendergraph in the next frame. This
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// achieves a certain amount of frame cohereancy of memory allocation.
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rendergraph->clean();
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renderStage->setViewport(_viewport.get());
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renderStage->setClearColor(_backgroundColor);
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switch(_lightingMode)
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{
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case(HEADLIGHT):
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if (_light.valid()) renderStage->addPositionedAttribute(NULL,_light.get());
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else osg::notify(osg::WARN)<<"Warning: no osg::Light attached to ogUtil::SceneView to provide head light.*/"<<std::endl;
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break;
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case(SKY_LIGHT):
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if (_light.valid()) renderStage->addPositionedAttribute(modelview,_light.get());
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else osg::notify(osg::WARN)<<"Warning: no osg::Light attached to ogUtil::SceneView to provide sky light.*/"<<std::endl;
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break;
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case(NO_SCENEVIEW_LIGHT):
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break;
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}
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if (_globalState.valid()) cullVisitor->pushStateSet(_globalState.get());
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cullVisitor->pushViewport(_viewport.get());
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cullVisitor->pushProjectionMatrix(projection);
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cullVisitor->pushModelViewMatrix(modelview);
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// traverse the scene graph to generate the rendergraph.
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_sceneData->accept(*cullVisitor);
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cullVisitor->popModelViewMatrix();
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cullVisitor->popProjectionMatrix();
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cullVisitor->popViewport();
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if (_globalState.valid()) cullVisitor->popStateSet();
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const osg::EarthSky* earthSky = cullVisitor->getEarthSky();
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if (earthSky)
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{
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if (earthSky->getRequiresClear())
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{
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renderStage->setClearColor(earthSky->getClearColor());
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renderStage->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// really should set clear mask here, but what to? Need
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// to consider the stencil and accumulation buffers..
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// will defer to later. Robert Osfield. October 2001.
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}
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else
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{
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// we have an earth sky implementation to do the work for use
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// so we don't need to clear.
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renderStage->setClearMask(0);
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}
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}
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// prune out any empty RenderGraph children.
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// note, this would be not required if the rendergraph had been
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// reset at the start of each frame (see top of this method) but
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// a clean has been used instead to try to minimize the amount of
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// allocation and deleteing of the RenderGraph nodes.
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rendergraph->prune();
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}
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void SceneView::draw()
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{
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if (_displaySettings.valid() && _displaySettings->getStereo())
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{
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switch(_displaySettings->getStereoMode())
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{
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case(osg::DisplaySettings::QUAD_BUFFER):
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{
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_globalState->setAttribute(_viewport.get());
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glDrawBuffer(GL_BACK_LEFT);
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drawStage(_renderStageLeft.get());
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glDrawBuffer(GL_BACK_RIGHT);
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drawStage(_renderStageRight.get());
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}
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break;
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case(osg::DisplaySettings::ANAGLYPHIC):
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{
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_globalState->setAttribute(_viewport.get());
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// draw left eye.
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osg::ref_ptr<osg::ColorMask> red = osgNew osg::ColorMask;
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red->setMask(true,false,false,true);
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_globalState->setAttribute(red.get());
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_renderStageLeft->setColorMask(red.get());
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drawStage(_renderStageLeft.get());
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// draw right eye.
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osg::ref_ptr<osg::ColorMask> green = osgNew osg::ColorMask;
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green->setMask(false,true,true,true);
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_globalState->setAttribute(green.get());
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_renderStageRight->setColorMask(green.get());
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drawStage(_renderStageRight.get());
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}
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break;
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case(osg::DisplaySettings::HORIZONTAL_SPLIT):
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{
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int seperation = _displaySettings->getSplitStereoHorizontalSeperation();
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int left_half_width = (_viewport->width()-seperation)/2;
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int right_half_begin = (_viewport->width()+seperation)/2;
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int right_half_width = _viewport->width()-right_half_begin;
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osg::ref_ptr<osg::Viewport> viewportLeft = osgNew osg::Viewport;
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viewportLeft->setViewport(_viewport->x(),_viewport->y(),left_half_width,_viewport->height());
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osg::ref_ptr<osg::Viewport> viewportRight = osgNew osg::Viewport;
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viewportRight->setViewport(_viewport->x()+right_half_begin,_viewport->y(),right_half_width,_viewport->height());
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clearArea(_viewport->x()+left_half_width,_viewport->y(),seperation,_viewport->height(),_renderStageLeft->getClearColor());
|
|
|
|
if (_displaySettings->getSplitStereoHorizontalEyeMapping()==osg::DisplaySettings::LEFT_EYE_LEFT_VIEWPORT)
|
|
{
|
|
_globalState->setAttribute(viewportLeft.get());
|
|
_renderStageLeft->setViewport(viewportLeft.get());
|
|
drawStage(_renderStageLeft.get());
|
|
|
|
_globalState->setAttribute(viewportRight.get());
|
|
_renderStageRight->setViewport(viewportRight.get());
|
|
drawStage(_renderStageRight.get());
|
|
}
|
|
else
|
|
{
|
|
_globalState->setAttribute(viewportRight.get());
|
|
_renderStageLeft->setViewport(viewportRight.get());
|
|
drawStage(_renderStageLeft.get());
|
|
|
|
_globalState->setAttribute(viewportLeft.get());
|
|
_renderStageRight->setViewport(viewportLeft.get());
|
|
drawStage(_renderStageRight.get());
|
|
}
|
|
|
|
}
|
|
break;
|
|
case(osg::DisplaySettings::VERTICAL_SPLIT):
|
|
{
|
|
|
|
int seperation = _displaySettings->getSplitStereoVerticalSeperation();
|
|
|
|
int bottom_half_height = (_viewport->height()-seperation)/2;
|
|
int top_half_begin = (_viewport->height()+seperation)/2;
|
|
int top_half_height = _viewport->height()-top_half_begin;
|
|
|
|
osg::ref_ptr<osg::Viewport> viewportTop = osgNew osg::Viewport;
|
|
viewportTop->setViewport(_viewport->x(),_viewport->y()+top_half_begin,_viewport->width(),top_half_height);
|
|
|
|
osg::ref_ptr<osg::Viewport> viewportBottom = osgNew osg::Viewport;
|
|
viewportBottom->setViewport(_viewport->x(),_viewport->y(),_viewport->width(),bottom_half_height);
|
|
|
|
clearArea(_viewport->x(),_viewport->y()+bottom_half_height,_viewport->width(),seperation,_renderStageLeft->getClearColor());
|
|
|
|
if (_displaySettings->getSplitStereoVerticalEyeMapping()==osg::DisplaySettings::LEFT_EYE_TOP_VIEWPORT)
|
|
{
|
|
_globalState->setAttribute(viewportTop.get());
|
|
_renderStageLeft->setViewport(viewportTop.get());
|
|
drawStage(_renderStageLeft.get());
|
|
|
|
_globalState->setAttribute(viewportBottom.get());
|
|
_renderStageRight->setViewport(viewportBottom.get());
|
|
drawStage(_renderStageRight.get());
|
|
}
|
|
else
|
|
{
|
|
_globalState->setAttribute(viewportBottom.get());
|
|
_renderStageLeft->setViewport(viewportBottom.get());
|
|
drawStage(_renderStageLeft.get());
|
|
|
|
_globalState->setAttribute(viewportTop.get());
|
|
_renderStageRight->setViewport(viewportTop.get());
|
|
drawStage(_renderStageRight.get());
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
osg::notify(osg::NOTICE)<<"Warning: stereo camera mode not implemented yet."<< std::endl;
|
|
_globalState->setAttribute(_viewport.get());
|
|
drawStage(_renderStageLeft.get());
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_globalState->setAttribute(_viewport.get());
|
|
|
|
// bog standard draw.
|
|
drawStage(_renderStage.get());
|
|
}
|
|
|
|
}
|
|
|
|
void SceneView::drawStage(osgUtil::RenderStage* renderStage)
|
|
{
|
|
if (!_sceneData || !_viewport->valid()) return;
|
|
|
|
|
|
// note, to support multi-pipe systems the deletion of OpenGL display list
|
|
// and texture objects is deferred until the OpenGL context is the correct
|
|
// context for when the object were originally created. Here we know what
|
|
// context we are in so can flush the appropriate caches.
|
|
osg::Drawable::flushDeletedDisplayLists(_state->getContextID());
|
|
osg::Texture::flushDeletedTextureObjects(_state->getContextID());
|
|
|
|
RenderLeaf* previous = NULL;
|
|
|
|
renderStage->draw(*_state,previous);
|
|
|
|
GLenum errorNo = glGetError();
|
|
if (errorNo!=GL_NO_ERROR)
|
|
{
|
|
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"'"<< std::endl;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/** Calculate, via glUnProject, the object coordinates of a window point.
|
|
Note, current implementation requires that SceneView::draw() has been previously called
|
|
for projectWindowIntoObject to produce valid values. As per OpenGL
|
|
windows coordinates are calculated relative to the bottom left of the window.*/
|
|
bool SceneView::projectWindowIntoObject(const osg::Vec3& window,osg::Vec3& object) const
|
|
{
|
|
osg::Matrix inverseMVPW;
|
|
inverseMVPW.invert(computeMVPW());
|
|
|
|
object = window*inverseMVPW;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/** Calculate, via glUnProject, the object coordinates of a window x,y
|
|
when projected onto the near and far planes.
|
|
Note, current implementation requires that SceneView::draw() has been previously called
|
|
for projectWindowIntoObject to produce valid values. As per OpenGL
|
|
windows coordinates are calculated relative to the bottom left of the window.*/
|
|
bool SceneView::projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const
|
|
{
|
|
osg::Matrix inverseMVPW;
|
|
inverseMVPW.invert(computeMVPW());
|
|
|
|
near_point = osg::Vec3(x,y,0.0f)*inverseMVPW;
|
|
far_point = osg::Vec3(x,y,1.0f)*inverseMVPW;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/** Calculate, via glProject, the object coordinates of a window.
|
|
Note, current implementation requires that SceneView::draw() has been previously called
|
|
for projectWindowIntoObject to produce valid values. As per OpenGL
|
|
windows coordinates are calculated relative to the bottom left of the window.*/
|
|
bool SceneView::projectObjectIntoWindow(const osg::Vec3& object,osg::Vec3& window) const
|
|
{
|
|
window = object*computeMVPW();
|
|
return true;
|
|
}
|
|
|
|
const osg::Matrix SceneView::computeMVPW() const
|
|
{
|
|
osg::Matrix matrix;
|
|
|
|
if (_modelviewMatrix.valid())
|
|
matrix = (*_modelviewMatrix);
|
|
else if (_camera.valid())
|
|
matrix = _camera->getModelViewMatrix();
|
|
|
|
if (_projectionMatrix.valid())
|
|
matrix.postMult(*_projectionMatrix);
|
|
else if (_camera.valid())
|
|
matrix.postMult(_camera->getProjectionMatrix());
|
|
|
|
if (_viewport.valid())
|
|
matrix.postMult(_viewport->computeWindowMatrix());
|
|
else
|
|
osg::notify(osg::WARN)<<"osg::Matrix SceneView::computeMVPW() - error no viewport attached to SceneView, coords will be computed inccorectly."<<std::endl;
|
|
|
|
return matrix;
|
|
}
|
|
|
|
void SceneView::clearArea(int x,int y,int width,int height,const osg::Vec4& color)
|
|
{
|
|
osg::ref_ptr<osg::Viewport> viewport = osgNew osg::Viewport;
|
|
viewport->setViewport(x,y,width,height);
|
|
|
|
_state->applyAttribute(viewport.get());
|
|
|
|
glScissor( x, y, width, height );
|
|
glEnable( GL_SCISSOR_TEST );
|
|
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
|
|
glClearColor( color[0], color[1], color[2], color[3]);
|
|
glClear( GL_COLOR_BUFFER_BIT);
|
|
glDisable( GL_SCISSOR_TEST );
|
|
}
|