794 lines
23 KiB
C++
794 lines
23 KiB
C++
/* OpenSceneGraph example, osganimate.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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// This exampl demonstrates use of OcclusionQueryNode.
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//
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// In general, you use OcclusionQueryNode by simply attaching a subgraph
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// or subgraphs as children, and it performs an OpenGL oclusion query
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// to determine whether to draw the subgraphs or not.
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//
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// You can manually insert OcclusionQueryNodes at strategic locations
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// in your scene graph, or you can write a NodeVisitor to insert them
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// automatically, as this example shows.
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//
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// Run this example with no command line arguments, and it creates
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// a "stock scene" to show how OcclusionQueryNode can be used.
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//
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// Or, run this example with a model on the command line, and the
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// example uses a NodeVisitor to try to find worthwhile locations
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// for OcclusionQueryNodes in your the scene graph.
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#include <osg/NodeVisitor>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/StateSet>
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#include <osg/StateAttribute>
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#include <osg/PolygonMode>
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#include <osg/ColorMask>
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#include <osg/PolygonOffset>
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#include <osg/Depth>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgUtil/Optimizer>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <osgGA/StateSetManipulator>
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#include <osg/OcclusionQueryNode>
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#include <iostream>
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#include <sstream>
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// NodeVisitors and utility functions for OcclusionQueryNode
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// Use this visitor to insert OcclusionQueryNodes (OQNs) in the
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// visited subgraph. Only one OQN will test any particular node
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// (no nesting). See also OcclusionQueryNonFlatVisitor.
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class OcclusionQueryVisitor : public osg::NodeVisitor
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{
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public:
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OcclusionQueryVisitor();
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virtual ~OcclusionQueryVisitor();
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// Specify the vertex count threshold for performing occlusion
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// query tests. Nodes in the scene graph whose total child geometry
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// contains fewer vertices than the specified threshold will
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// never be tested, just drawn. (In fact, they will br treated as
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// potential occluders and rendered first in front-to-back order.)
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void setOccluderThreshold( int vertices );
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int getOccluderThreshold() const;
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virtual void apply( osg::OcclusionQueryNode& oqn );
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virtual void apply( osg::Group& group );
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virtual void apply( osg::Geode& geode );
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protected:
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void addOQN( osg::Node& node );
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// When an OQR creates all OQNs and each OQN shares the same OQC,
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// these methods are used to uniquely name all OQNs. Handy
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// for debugging.
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std::string getNextOQNName();
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int getNameIdx() const { return _nameIdx; }
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osg::ref_ptr<osg::StateSet> _state;
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osg::ref_ptr<osg::StateSet> _debugState;
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unsigned int _nameIdx;
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int _occluderThreshold;
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};
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// Find all OQNs in the visited scene graph and set their visibility threshold.
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class VisibilityThresholdVisitor : public osg::NodeVisitor
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{
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public:
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VisibilityThresholdVisitor( unsigned int threshold=500 )
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: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ),
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_visThreshold( threshold ) {}
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virtual ~VisibilityThresholdVisitor() {}
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virtual void apply( osg::OcclusionQueryNode& oqn );
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protected:
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unsigned int _visThreshold;
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};
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// Find all OQNs in the visited scene graph and set the number of frames
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// between queries.
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class QueryFrameCountVisitor : public osg::NodeVisitor
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{
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public:
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QueryFrameCountVisitor( int count=5 )
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: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ),
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_count( count ) {}
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virtual ~QueryFrameCountVisitor() {}
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virtual void apply( osg::OcclusionQueryNode& oqn );
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protected:
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unsigned int _count;
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};
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// Find all OQNs in the visited scene graph and enable or disable queries..
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class EnableQueryVisitor : public osg::NodeVisitor
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{
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public:
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EnableQueryVisitor( bool enable=true )
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: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ),
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_enabled( enable ) {}
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virtual ~EnableQueryVisitor() {}
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virtual void apply( osg::OcclusionQueryNode& oqn );
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protected:
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bool _enabled;
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};
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// Find all OQNs in the visited scene graph and enable or disable the
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// debug bounding volume display.
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class DebugDisplayVisitor : public osg::NodeVisitor
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{
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public:
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DebugDisplayVisitor( bool debug=true )
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: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ),
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_debug( debug ) {}
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virtual ~DebugDisplayVisitor() {}
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virtual void apply( osg::OcclusionQueryNode& oqn );
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protected:
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bool _debug;
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};
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// Remove all OQNs from the visited scene graph.
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class RemoveOcclusionQueryVisitor : public osg::NodeVisitor
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{
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public:
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RemoveOcclusionQueryVisitor();
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virtual ~RemoveOcclusionQueryVisitor();
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virtual void apply( osg::OcclusionQueryNode& oqn );
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protected:
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};
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// Gather statistics about OQN performance in the visited scene graph.
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class StatisticsVisitor : public osg::NodeVisitor
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{
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public:
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StatisticsVisitor( osg::NodeVisitor::TraversalMode mode=osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN );
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virtual ~StatisticsVisitor();
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virtual void apply( osg::OcclusionQueryNode& oqn );
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void reset();
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unsigned int getNumOQNs() const;
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unsigned int getNumPassed() const;
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protected:
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unsigned int _numOQNs;
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unsigned int _numPassed;
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};
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unsigned int countGeometryVertices( osg::Geometry* geom )
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{
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if (!geom->getVertexArray())
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return 0;
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// TBD This will eventually iterate over the PrimitiveSets and total the
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// number of vertices actually used. But for now, it just returns the
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// size of the vertex array.
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return geom->getVertexArray()->getNumElements();
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}
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class VertexCounter : public osg::NodeVisitor
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{
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public:
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VertexCounter( int limit )
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: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ),
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_limit( limit ),
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_total( 0 ) {}
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~VertexCounter() {}
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int getTotal() { return _total; }
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bool exceeded() const { return _total > _limit; }
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void reset() { _total = 0; }
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virtual void apply( osg::Node& node )
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{
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// Check for early abort. If out total already exceeds the
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// max number of vertices, no need to traverse further.
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if (exceeded())
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return;
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traverse( node );
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}
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virtual void apply( osg::Geode& geode )
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{
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// Possible early abort.
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if (exceeded())
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return;
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unsigned int i;
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for( i = 0; i < geode.getNumDrawables(); i++ )
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{
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osg::Geometry* geom = dynamic_cast<osg::Geometry *>(geode.getDrawable(i));
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if( !geom )
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continue;
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_total += countGeometryVertices( geom );
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if (_total > _limit)
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break;
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}
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}
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protected:
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int _limit;
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int _total;
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};
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OcclusionQueryVisitor::OcclusionQueryVisitor()
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: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ),
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_nameIdx( 0 ),
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_occluderThreshold( 5000 )
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{
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// Create a dummy OcclusionQueryNode just so we can get its state.
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// We'll then share that state between all OQNs we add to the visited scene graph.
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osg::ref_ptr<osg::OcclusionQueryNode> oqn = new osg::OcclusionQueryNode;
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_state = oqn->getQueryStateSet();
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_debugState = oqn->getDebugStateSet();
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}
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OcclusionQueryVisitor::~OcclusionQueryVisitor()
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{
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osg::notify( osg::INFO ) <<
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"osgOQ: OcclusionQueryVisitor: Added " << getNameIdx() <<
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" OQNodes." << std::endl;
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}
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void
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OcclusionQueryVisitor::setOccluderThreshold( int vertices )
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{
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_occluderThreshold = vertices;
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}
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int
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OcclusionQueryVisitor::getOccluderThreshold() const
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{
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return _occluderThreshold;
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}
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void
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OcclusionQueryVisitor::apply( osg::OcclusionQueryNode& oqn )
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{
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// A subgraph is already under osgOQ control.
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// Don't traverse further.
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return;
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}
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void
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OcclusionQueryVisitor::apply( osg::Group& group )
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{
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if (group.getNumParents() == 0)
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{
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// Can't add an OQN above a root node.
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traverse( group );
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return;
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}
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int preTraverseOQNCount = getNameIdx();
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traverse( group );
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if (getNameIdx() > preTraverseOQNCount)
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// A least one OQN was added below the current node.
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// Don't add one here to avoid hierarchical nesting.
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return;
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// There are no OQNs below this group. If the vertex
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// count exceeds the threshold, add an OQN here.
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addOQN( group );
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}
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void
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OcclusionQueryVisitor::apply( osg::Geode& geode )
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{
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if (geode.getNumParents() == 0)
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{
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// Can't add an OQN above a root node.
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traverse( geode );
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return;
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}
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addOQN( geode );
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}
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void
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OcclusionQueryVisitor::addOQN( osg::Node& node )
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{
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VertexCounter vc( _occluderThreshold );
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node.accept( vc );
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if (vc.exceeded())
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{
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// Insert OQN(s) above this node.
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unsigned int np = node.getNumParents();
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while (np--)
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{
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osg::Group* parent = dynamic_cast<osg::Group*>( node.getParent( np ) );
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if (parent != NULL)
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{
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osg::ref_ptr<osg::OcclusionQueryNode> oqn = new osg::OcclusionQueryNode();
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oqn->addChild( &node );
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parent->replaceChild( &node, oqn.get() );
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oqn->setName( getNextOQNName() );
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// Set all OQNs to use the same query StateSets (instead of multiple copies
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// of the same StateSet) for efficiency.
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oqn->setQueryStateSet( _state.get() );
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oqn->setDebugStateSet( _debugState.get() );
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}
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}
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}
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}
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std::string
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OcclusionQueryVisitor::getNextOQNName()
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{
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std::ostringstream ostr;
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ostr << "OQNode_" << _nameIdx++;
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return ostr.str();
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}
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//
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void
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VisibilityThresholdVisitor::apply( osg::OcclusionQueryNode& oqn )
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{
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oqn.setVisibilityThreshold( _visThreshold );
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traverse( oqn );
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}
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void
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QueryFrameCountVisitor::apply( osg::OcclusionQueryNode& oqn )
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{
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oqn.setQueryFrameCount( _count );
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traverse( oqn );
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}
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void
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EnableQueryVisitor::apply( osg::OcclusionQueryNode& oqn )
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{
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oqn.setQueriesEnabled( _enabled );
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traverse( oqn );
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}
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void
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DebugDisplayVisitor::apply( osg::OcclusionQueryNode& oqn )
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{
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oqn.setDebugDisplay( _debug );
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traverse( oqn );
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}
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RemoveOcclusionQueryVisitor::RemoveOcclusionQueryVisitor()
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: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN )
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{
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}
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RemoveOcclusionQueryVisitor::~RemoveOcclusionQueryVisitor()
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{
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}
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void
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RemoveOcclusionQueryVisitor::apply( osg::OcclusionQueryNode& oqn )
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{
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if (oqn.getNumParents() == 0)
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{
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// Even if this is an OQN, can't delete it because it's the root.
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traverse( oqn );
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return;
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}
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osg::ref_ptr<osg::OcclusionQueryNode> oqnPtr = &oqn;
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unsigned int np = oqn.getNumParents();
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while (np--)
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{
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osg::Group* parent = dynamic_cast<osg::Group*>( oqn.getParent( np ) );
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if (parent != NULL)
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{
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// Remove OQN from parent.
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parent->removeChild( oqnPtr.get() );
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// Add OQN's children to parent.
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unsigned int nc = oqn.getNumChildren();
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while (nc--)
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parent->addChild( oqn.getChild( nc ) );
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}
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}
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}
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StatisticsVisitor::StatisticsVisitor( osg::NodeVisitor::TraversalMode mode )
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: osg::NodeVisitor( mode ),
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_numOQNs( 0 ),
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_numPassed( 0 )
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{
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}
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StatisticsVisitor::~StatisticsVisitor()
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{
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}
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void
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StatisticsVisitor::apply( osg::OcclusionQueryNode& oqn )
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{
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_numOQNs++;
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if (oqn.getPassed())
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_numPassed++;
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traverse( oqn );
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}
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void
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StatisticsVisitor::reset()
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{
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_numOQNs = _numPassed = 0;
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}
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unsigned int
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StatisticsVisitor::getNumOQNs() const
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{
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return _numOQNs;
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}
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unsigned int
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StatisticsVisitor::getNumPassed() const
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{
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return _numPassed;
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}
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// End NodeVisitors
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// KetHandler --
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// Allow user to do interesting things with an
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// OcclusionQueryNode-enabled scene graph at run time.
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class KeyHandler : public osgGA::GUIEventHandler
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{
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public:
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KeyHandler( osg::Node& node )
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: _node( node ),
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_enable( true ),
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_debug( false )
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{}
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bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& )
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{
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switch( ea.getEventType() )
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{
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case(osgGA::GUIEventAdapter::KEYUP):
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{
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if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F6)
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{
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// F6 -- Toggle osgOQ testing.
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_enable = !_enable;
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EnableQueryVisitor eqv( _enable );
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_node.accept( eqv );
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return true;
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}
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else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F7)
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{
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// F7 -- Toggle display of OQ test bounding volumes
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_debug = !_debug;
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DebugDisplayVisitor ddv( _debug );
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_node.accept( ddv );
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return true;
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}
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else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F8)
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{
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// F8 -- Gether stats and display
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StatisticsVisitor sv;
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_node.accept( sv );
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std::cout << "osgOQ: Stats: numOQNs " << sv.getNumOQNs() << ", numPased " << sv.getNumPassed() << std::endl;
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return true;
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}
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else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_F9)
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{
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// F9 -- Remove all OcclusionQueryNodes
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RemoveOcclusionQueryVisitor roqv;
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_node.accept( roqv );
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return true;
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}
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else if (ea.getKey()=='o')
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{
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if (osgDB::writeNodeFile( _node, "saved_model.osg" ))
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osg::notify( osg::ALWAYS ) << "osgOQ: Wrote scene graph to \"saved_model.osg\"" << std::endl;
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else
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osg::notify( osg::ALWAYS ) << "osgOQ: Wrote failed for \"saved_model.osg\"" << std::endl;
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return true;
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}
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return false;
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}
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default:
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break;
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}
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return false;
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}
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osg::Node& _node;
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bool _enable, _debug;
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};
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// Create a cube with one side missing. This makes a great simple occluder.
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osg::ref_ptr<osg::Node>
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createBox()
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{
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osg::ref_ptr<osg::Geode> box = new osg::Geode;
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osg::StateSet* state = box->getOrCreateStateSet();
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osg::PolygonMode* pm = new osg::PolygonMode(
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osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL );
|
|
state->setAttributeAndModes( pm,
|
|
osg::StateAttribute::ON | osg::StateAttribute::PROTECTED );
|
|
|
|
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
|
|
osg::ref_ptr<osg::Vec3Array> v = new osg::Vec3Array;
|
|
geom->setVertexArray( v.get() );
|
|
|
|
{
|
|
const float x( 0.f );
|
|
const float y( 0.f );
|
|
const float z( 0.f );
|
|
const float r( 1.1f );
|
|
|
|
v->push_back( osg::Vec3( x-r, y-r, z-r ) ); //left -X
|
|
v->push_back( osg::Vec3( x-r, y-r, z+r ) );
|
|
v->push_back( osg::Vec3( x-r, y+r, z+r ) );
|
|
v->push_back( osg::Vec3( x-r, y+r, z-r ) );
|
|
|
|
v->push_back( osg::Vec3( x+r, y-r, z+r ) ); //right +X
|
|
v->push_back( osg::Vec3( x+r, y-r, z-r ) );
|
|
v->push_back( osg::Vec3( x+r, y+r, z-r ) );
|
|
v->push_back( osg::Vec3( x+r, y+r, z+r ) );
|
|
|
|
v->push_back( osg::Vec3( x-r, y-r, z-r ) ); // bottom -Z
|
|
v->push_back( osg::Vec3( x-r, y+r, z-r ) );
|
|
v->push_back( osg::Vec3( x+r, y+r, z-r ) );
|
|
v->push_back( osg::Vec3( x+r, y-r, z-r ) );
|
|
|
|
v->push_back( osg::Vec3( x-r, y-r, z+r ) ); // top +Z
|
|
v->push_back( osg::Vec3( x+r, y-r, z+r ) );
|
|
v->push_back( osg::Vec3( x+r, y+r, z+r ) );
|
|
v->push_back( osg::Vec3( x-r, y+r, z+r ) );
|
|
|
|
v->push_back( osg::Vec3( x-r, y+r, z-r ) ); // back +Y
|
|
v->push_back( osg::Vec3( x-r, y+r, z+r ) );
|
|
v->push_back( osg::Vec3( x+r, y+r, z+r ) );
|
|
v->push_back( osg::Vec3( x+r, y+r, z-r ) );
|
|
}
|
|
|
|
osg::ref_ptr<osg::Vec4Array> c = new osg::Vec4Array;
|
|
geom->setColorArray( c.get() );
|
|
geom->setColorBinding( osg::Geometry::BIND_OVERALL );
|
|
c->push_back( osg::Vec4( 0.f, 1.f, 1.f, 1.f ) );
|
|
|
|
osg::ref_ptr<osg::Vec3Array> n = new osg::Vec3Array;
|
|
geom->setNormalArray( n.get() );
|
|
geom->setNormalBinding( osg::Geometry::BIND_PER_PRIMITIVE );
|
|
n->push_back( osg::Vec3( -1.f, 0.f, 0.f ) );
|
|
n->push_back( osg::Vec3( 1.f, 0.f, 0.f ) );
|
|
n->push_back( osg::Vec3( 0.f, 0.f, -1.f ) );
|
|
n->push_back( osg::Vec3( 0.f, 0.f, 1.f ) );
|
|
n->push_back( osg::Vec3( 0.f, 1.f, 0.f ) );
|
|
|
|
geom->addPrimitiveSet( new osg::DrawArrays( GL_QUADS, 0, 20 ) );
|
|
box->addDrawable( geom.get() );
|
|
|
|
return box.get();
|
|
}
|
|
|
|
// Make a Geometry that renders slow intentionally.
|
|
// To make sure it renders slow, we do the following:
|
|
// * Disable display lists
|
|
// * Force glBegin/glEnd slow path
|
|
// * Lots of vertices and color data per vertex
|
|
// * No vertex sharing
|
|
osg::ref_ptr<osg::Node>
|
|
createRandomTriangles( unsigned int num )
|
|
{
|
|
osg::ref_ptr<osg::Geode> tris = new osg::Geode;
|
|
|
|
osg::StateSet* state = tris->getOrCreateStateSet();
|
|
osg::StateSet* ss = tris->getOrCreateStateSet();
|
|
// Force wireframe. Many gfx cards handle this poorly.
|
|
osg::PolygonMode* pm = new osg::PolygonMode(
|
|
osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE );
|
|
ss->setAttributeAndModes( pm, osg::StateAttribute::ON |
|
|
osg::StateAttribute::PROTECTED);
|
|
ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF |
|
|
osg::StateAttribute::PROTECTED);
|
|
|
|
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
|
|
// Disable display lists to decrease performance.
|
|
geom->setUseDisplayList( false );
|
|
|
|
osg::ref_ptr<osg::Vec3Array> v = new osg::Vec3Array;
|
|
geom->setVertexArray( v.get() );
|
|
v->resize( num*3 );
|
|
|
|
unsigned int i;
|
|
srand( 0 );
|
|
#define RAND_NEG1_TO_1 ( ((rand()%20)-10)*.1 )
|
|
for (i=0; i<num; i++)
|
|
{
|
|
osg::Vec3& v0 = (*v)[ i*3+0 ];
|
|
osg::Vec3& v1 = (*v)[ i*3+1 ];
|
|
osg::Vec3& v2 = (*v)[ i*3+2 ];
|
|
v0 = osg::Vec3( RAND_NEG1_TO_1, RAND_NEG1_TO_1, RAND_NEG1_TO_1 );
|
|
v1 = osg::Vec3( RAND_NEG1_TO_1, RAND_NEG1_TO_1, RAND_NEG1_TO_1 );
|
|
v2 = osg::Vec3( RAND_NEG1_TO_1, RAND_NEG1_TO_1, RAND_NEG1_TO_1 );
|
|
}
|
|
|
|
osg::ref_ptr<osg::Vec4Array> c = new osg::Vec4Array;
|
|
geom->setColorArray( c.get() );
|
|
// Bind per primitive to force slow glBegin/glEnd path.
|
|
geom->setColorBinding( osg::Geometry::BIND_PER_PRIMITIVE );
|
|
c->resize( num );
|
|
|
|
#define RAND_0_TO_1 ( (rand()%10)*.1 )
|
|
for (i=0; i<num; i++)
|
|
{
|
|
osg::Vec4& c0 = (*c)[ i ];
|
|
c0 = osg::Vec4( RAND_0_TO_1, RAND_0_TO_1, RAND_0_TO_1, 1. );
|
|
}
|
|
|
|
geom->addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLES, 0, num*3 ) );
|
|
tris->addDrawable( geom.get() );
|
|
|
|
return tris.get();
|
|
}
|
|
|
|
// Create the stock scene:
|
|
// Top level Group
|
|
// Geode (simple occluder
|
|
// OcclusionQueryNode
|
|
// Geode with complex, slow geometry.
|
|
osg::ref_ptr<osg::Node>
|
|
createStockScene()
|
|
{
|
|
// Create a simple box occluder
|
|
osg::ref_ptr<osg::Group> root = new osg::Group();
|
|
root->addChild( createBox().get() );
|
|
|
|
// Create a complex mess of triangles as a child below an
|
|
// OcclusionQueryNode. The OQN will ensure that the
|
|
// subgraph isn't rendered when it's not visible.
|
|
osg::ref_ptr<osg::OcclusionQueryNode> oqn = new osg::OcclusionQueryNode;
|
|
oqn->addChild( createRandomTriangles( 20000 ).get() );
|
|
root->addChild( oqn.get() );
|
|
|
|
return root.get();
|
|
}
|
|
|
|
|
|
int main(int argc, char** argv)
|
|
{
|
|
// use an ArgumentParser object to manage the program arguments.
|
|
osg::ArgumentParser arguments(&argc,argv);
|
|
|
|
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
|
|
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" demonstrates OpenGL occlusion query in OSG using the OcclusionQueryNode.");
|
|
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [filename(s)]");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display command line parameters");
|
|
|
|
// if user request help write it out to cout.
|
|
if (arguments.read("-h") || arguments.read("--help"))
|
|
{
|
|
arguments.getApplicationUsage()->write(std::cout, osg::ApplicationUsage::COMMAND_LINE_OPTION);
|
|
return 1;
|
|
}
|
|
|
|
// report any errors if they have occurred when parsing the program arguments.
|
|
if (arguments.errors())
|
|
{
|
|
arguments.writeErrorMessages(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
osgViewer::Viewer viewer( arguments );
|
|
|
|
// add the state manipulator
|
|
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
|
|
|
|
// add the stats handler
|
|
viewer.addEventHandler(new osgViewer::StatsHandler);
|
|
|
|
// add the help handler
|
|
viewer.addEventHandler(new osgViewer::HelpHandler(arguments.getApplicationUsage()));
|
|
|
|
|
|
// load the specified model
|
|
osg::ref_ptr<osg::Node> root = osgDB::readNodeFiles( arguments );
|
|
if (!root)
|
|
{
|
|
std::cout << arguments.getApplicationName() <<": No files specified, or can't load them." << std::endl;
|
|
root = createStockScene().get();
|
|
if (!root)
|
|
{
|
|
std::cout << arguments.getApplicationName() <<": Failed to create stock scene." << std::endl;
|
|
return 1;
|
|
}
|
|
std::cout << "Using stock scene instead." << std::endl;
|
|
}
|
|
else
|
|
{
|
|
// Run a NodeVisitor to insert OcclusionQueryNodes in the scene graph.
|
|
OcclusionQueryVisitor oqv;
|
|
root->accept( oqv );
|
|
}
|
|
|
|
bool optimize = arguments.read( "--opt" );
|
|
|
|
// any option left unread are converted into errors to write out later.
|
|
arguments.reportRemainingOptionsAsUnrecognized();
|
|
|
|
// report any errors if they have occurred when parsing the program arguments.
|
|
if (arguments.errors())
|
|
{
|
|
arguments.writeErrorMessages(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
|
|
// optimize the scene graph, remove redundant nodes and state etc.
|
|
if (optimize)
|
|
{
|
|
osgUtil::Optimizer optimizer;
|
|
optimizer.optimize( root.get() );
|
|
}
|
|
|
|
viewer.setSceneData( root.get() );
|
|
|
|
KeyHandler* kh = new KeyHandler( *root );
|
|
viewer.addEventHandler( kh );
|
|
|
|
return viewer.run();
|
|
}
|