OpenSceneGraph/examples/osggpucull/osggpucull.cpp
Julien Valentin 78b99c7143 Refactored osg::TextureBuffer to support assigning any type of osg::BufferData rather than just osg::Image as was previously required.
Refactored osgforest and osggpucull examples to take account of changes to TextureBuffer.

Added osg::DrawIndirectBufferBinding.
2016-06-15 19:05:35 +01:00

1568 lines
80 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2014 Robert Osfield
* Copyright (C) 2014 Pawel Ksiezopolski
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*
*/
#include <osg/Vec4i>
#include <osg/Quat>
#include <osg/Geometry>
#include <osg/CullFace>
#include <osg/Image>
#include <osg/Texture>
#include <osg/TextureBuffer>
#include <osg/BufferIndexBinding>
#include <osg/ComputeBoundsVisitor>
#include <osg/LightSource>
#include <osg/MatrixTransform>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgDB/WriteFile>
#include <osgGA/StateSetManipulator>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/TerrainManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osg/BufferTemplate>
#include "ShapeToGeometry.h"
#include "AggregateGeometryVisitor.h"
#include "DrawIndirectPrimitiveSet.h"
#include "GpuCullShaders.h"
#ifndef GL_RASTERIZER_DISCARD
#define GL_RASTERIZER_DISCARD 0x8C89
#endif
// each instance type may have max 8 LODs ( if you change
// this value, don't forget to change it in vertex shaders accordingly )
const unsigned int OSGGPUCULL_MAXIMUM_LOD_NUMBER = 8;
// during culling each instance may be sent to max 4 indirect targets
const unsigned int OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER = 4;
// Struct defining LOD data for particular instance type
struct InstanceLOD
{
InstanceLOD()
: bbMin(FLT_MAX,FLT_MAX,FLT_MAX,1.0f), bbMax(-FLT_MAX,-FLT_MAX,-FLT_MAX,1.0f)
{
}
InstanceLOD( const InstanceLOD& iLod )
: bbMin(iLod.bbMin), bbMax(iLod.bbMax), indirectTargetParams(iLod.indirectTargetParams), distances(iLod.distances)
{
}
InstanceLOD& operator=( const InstanceLOD& iLod )
{
if( &iLod != this )
{
bbMin = iLod.bbMin;
bbMax = iLod.bbMax;
indirectTargetParams = iLod.indirectTargetParams;
distances = iLod.distances;
}
return *this;
}
inline void setBoundingBox( const osg::BoundingBox& bbox )
{
bbMin = osg::Vec4f( bbox.xMin(), bbox.yMin(), bbox.zMin(), 1.0f );
bbMax = osg::Vec4f( bbox.xMax(), bbox.yMax(), bbox.zMax(), 1.0f );
}
inline osg::BoundingBox getBoundingBox()
{
return osg::BoundingBox( bbMin.x(), bbMin.y(), bbMin.z(), bbMax.x(), bbMax.y(), bbMax.z() );
}
osg::Vec4f bbMin; // LOD bounding box
osg::Vec4f bbMax;
osg::Vec4i indirectTargetParams; // x=lodIndirectCommand, y=lodIndirectCommandIndex, z=offsetsInTarget, w=lodMaxQuantity
osg::Vec4f distances; // x=minDistance, y=minFadeDistance, z=maxFadeDistance, w=maxDistance
};
// Struct defining information about specific instance type : bounding box, lod ranges, indirect target indices etc
struct InstanceType
{
InstanceType()
: bbMin(FLT_MAX,FLT_MAX,FLT_MAX,1.0f), bbMax(-FLT_MAX,-FLT_MAX,-FLT_MAX,1.0f)
{
params.x() = 0; // this variable defines the number of LODs
for(unsigned int i=0;i<OSGGPUCULL_MAXIMUM_LOD_NUMBER;++i)
lods[i] = InstanceLOD();
}
InstanceType( const InstanceType& iType )
: bbMin(iType.bbMin), bbMax(iType.bbMax), params(iType.params)
{
for(unsigned int i=0;i<OSGGPUCULL_MAXIMUM_LOD_NUMBER;++i)
lods[i] = iType.lods[i];
}
InstanceType& operator=( const InstanceType& iType )
{
if( &iType != this )
{
bbMin = iType.bbMin;
bbMax = iType.bbMax;
params = iType.params;
for(unsigned int i=0;i<OSGGPUCULL_MAXIMUM_LOD_NUMBER;++i)
lods[i] = iType.lods[i];
}
return *this;
}
inline void setLodDefinition( unsigned int i, unsigned int targetID, unsigned int indexInTarget, const osg::Vec4& distance, unsigned int offsetInTarget, unsigned int maxQuantity, const osg::BoundingBox& lodBBox)
{
if( i >= OSGGPUCULL_MAXIMUM_LOD_NUMBER)
return;
params.x() = osg::maximum<int>( params.x(), i+1);
lods[i].indirectTargetParams = osg::Vec4i( targetID, indexInTarget, offsetInTarget, maxQuantity );
lods[i].distances = distance;
lods[i].setBoundingBox( lodBBox );
expandBy(lodBBox);
}
inline void expandBy( const osg::BoundingBox& bbox )
{
osg::BoundingBox myBBox = getBoundingBox();
myBBox.expandBy(bbox);
setBoundingBox(myBBox);
}
inline void setBoundingBox( const osg::BoundingBox& bbox )
{
bbMin = osg::Vec4f( bbox.xMin(), bbox.yMin(), bbox.zMin(), 1.0f );
bbMax = osg::Vec4f( bbox.xMax(), bbox.yMax(), bbox.zMax(), 1.0f );
}
inline osg::BoundingBox getBoundingBox()
{
return osg::BoundingBox( bbMin.x(), bbMin.y(), bbMin.z(), bbMax.x(), bbMax.y(), bbMax.z() );
}
osg::Vec4f bbMin; // bounding box that includes all LODs
osg::Vec4f bbMax;
osg::Vec4i params; // x=number of active LODs
InstanceLOD lods[OSGGPUCULL_MAXIMUM_LOD_NUMBER]; // information about LODs
};
// CPU side representation of a struct defined in ARB_draw_indirect extension
struct DrawArraysIndirectCommand
{
DrawArraysIndirectCommand()
: count(0), primCount(0), first(0), baseInstance(0)
{
}
DrawArraysIndirectCommand( unsigned int aFirst, unsigned int aCount )
: count(aCount), primCount(0), first(aFirst), baseInstance(0)
{
}
unsigned int count;
unsigned int primCount;
unsigned int first;
unsigned int baseInstance;
};
// During the first phase of instance rendering cull shader places information about
// instance LODs in texture buffers called "indirect targets"
// All data associated with the indirect target is placed in struct defined below
// ( like for example - draw shader associated with specific indirect target.
// Draw shader performs second phase of instance rendering - the actual rendering of objects
// to screen or to frame buffer object ).
struct IndirectTarget
{
IndirectTarget()
: maxTargetQuantity(0)
{
indirectCommands = new osg::BufferTemplate< std::vector<DrawArraysIndirectCommand> >;
}
IndirectTarget( AggregateGeometryVisitor* agv, osg::Program* program )
: geometryAggregator(agv), drawProgram(program), maxTargetQuantity(0)
{
indirectCommands = new osg::BufferTemplate< std::vector<DrawArraysIndirectCommand> >;
}
void endRegister(unsigned int index, unsigned int rowsPerInstance, GLenum pixelFormat, GLenum type, GLint internalFormat, bool useMultiDrawArraysIndirect )
{
osg::Image* indirectCommandImage = new osg::Image;
indirectCommandImage->setImage( indirectCommands->getTotalDataSize()/sizeof(unsigned int), 1, 1, GL_R32I, GL_RED, GL_UNSIGNED_INT, (unsigned char*)indirectCommands->getDataPointer(), osg::Image::NO_DELETE );
osg::VertexBufferObject * indirectCommandImagebuffer=new osg::VertexBufferObject();
indirectCommandImagebuffer->setUsage(GL_DYNAMIC_DRAW);
indirectCommandImage->setBufferObject(indirectCommandImagebuffer);
indirectCommandTextureBuffer = new osg::TextureBuffer(indirectCommandImage);
indirectCommandTextureBuffer->setInternalFormat( GL_R32I );
indirectCommandTextureBuffer->bindToImageUnit(index, osg::Texture::READ_WRITE);
indirectCommandTextureBuffer->setUnRefImageDataAfterApply(false);
// add proper primitivesets to geometryAggregators
if( !useMultiDrawArraysIndirect ) // use glDrawArraysIndirect()
{
std::vector<DrawArraysIndirect*> newPrimitiveSets;
for(unsigned int j=0;j<indirectCommands->getData().size(); ++j)
newPrimitiveSets.push_back( new DrawArraysIndirect( GL_TRIANGLES, j*sizeof( DrawArraysIndirectCommand ) ) );
geometryAggregator->getAggregatedGeometry()->removePrimitiveSet(0,geometryAggregator->getAggregatedGeometry()->getNumPrimitiveSets() );
for(unsigned int j=0;j<indirectCommands->getData().size(); ++j)
geometryAggregator->getAggregatedGeometry()->addPrimitiveSet( newPrimitiveSets[j] );
}
else // use glMultiDrawArraysIndirect()
{
geometryAggregator->getAggregatedGeometry()->removePrimitiveSet(0,geometryAggregator->getAggregatedGeometry()->getNumPrimitiveSets() );
geometryAggregator->getAggregatedGeometry()->addPrimitiveSet( new MultiDrawArraysIndirect( GL_TRIANGLES, 0, indirectCommands->getData().size(), 0 ) );
}
///attach a DrawIndirect buffer binding to the stateset
osg::ref_ptr<osg::DrawIndirectBufferBinding> bb=new osg::DrawIndirectBufferBinding();
bb->setBufferObject(indirectCommandImage->getBufferObject());
geometryAggregator->getAggregatedGeometry()->getOrCreateStateSet()->setAttribute(bb );
geometryAggregator->getAggregatedGeometry()->setUseDisplayList(false);
geometryAggregator->getAggregatedGeometry()->setUseVertexBufferObjects(true);
osg::Image* instanceTargetImage = new osg::Image;
instanceTargetImage->allocateImage( maxTargetQuantity*rowsPerInstance, 1, 1, pixelFormat, type );
osg::VertexBufferObject * instanceTargetImageBuffer=new osg::VertexBufferObject();
instanceTargetImageBuffer->setUsage(GL_DYNAMIC_DRAW);
instanceTargetImage->setBufferObject(instanceTargetImageBuffer);
instanceTarget = new osg::TextureBuffer(instanceTargetImage);
instanceTarget->setInternalFormat( internalFormat );
instanceTarget->bindToImageUnit(OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER+index, osg::Texture::READ_WRITE);
}
void addIndirectCommandData( const std::string& uniformNamePrefix, int index, osg::StateSet* stateset )
{
std::string uniformName = uniformNamePrefix + char( '0' + index );
osg::Uniform* uniform = new osg::Uniform(uniformName.c_str(), (int)index );
stateset->addUniform( uniform );
stateset->setTextureAttribute( index, indirectCommandTextureBuffer.get() );
}
void addIndirectTargetData( bool cullPhase, const std::string& uniformNamePrefix, int index, osg::StateSet* stateset )
{
std::string uniformName;
if( cullPhase )
uniformName = uniformNamePrefix + char( '0' + index );
else
uniformName = uniformNamePrefix;
osg::Uniform* uniform = new osg::Uniform(uniformName.c_str(), (int)(OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER+index) );
stateset->addUniform( uniform );
stateset->setTextureAttribute( OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER+index, instanceTarget.get() );
}
void addDrawProgram( const std::string& uniformBlockName, osg::StateSet* stateset )
{
drawProgram->addBindUniformBlock(uniformBlockName, 1);
stateset->setAttributeAndModes( drawProgram.get(), osg::StateAttribute::ON );
}
osg::ref_ptr< osg::BufferTemplate< std::vector<DrawArraysIndirectCommand> > > indirectCommands;
osg::ref_ptr<osg::TextureBuffer> indirectCommandTextureBuffer;
osg::ref_ptr< AggregateGeometryVisitor > geometryAggregator;
osg::ref_ptr<osg::Program> drawProgram;
osg::ref_ptr< osg::TextureBuffer > instanceTarget;
unsigned int maxTargetQuantity;
};
// This is the main structure holding all information about particular 2-phase instance rendering
// ( instance types, indirect targets, etc ).
struct GPUCullData
{
GPUCullData()
{
useMultiDrawArraysIndirect = false;
instanceTypes = new osg::BufferTemplate< std::vector<InstanceType> >;
// build Uniform BufferObject with instanceTypes data
instanceTypesUBO = new osg::UniformBufferObject;
// instanceTypesUBO->setUsage( GL_STREAM_DRAW );
instanceTypes->setBufferObject( instanceTypesUBO.get() );
instanceTypesUBB = new osg::UniformBufferBinding(1, instanceTypesUBO.get(), 0, 0);
}
void setUseMultiDrawArraysIndirect( bool value )
{
useMultiDrawArraysIndirect = value;
}
void registerIndirectTarget( unsigned int index, AggregateGeometryVisitor* agv, osg::Program* targetDrawProgram )
{
if(index>=OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER || agv==NULL || targetDrawProgram==NULL )
return;
targets[index] = IndirectTarget( agv, targetDrawProgram );
}
bool registerType(unsigned int typeID, unsigned int targetID, osg::Node* node, const osg::Vec4& lodDistances, float maxDensityPerSquareKilometer )
{
if( typeID >= instanceTypes->getData().size() )
instanceTypes->getData().resize(typeID+1);
InstanceType& itd = instanceTypes->getData().at(typeID);
unsigned int lodNumber = (unsigned int)itd.params.x();
if( lodNumber >= OSGGPUCULL_MAXIMUM_LOD_NUMBER )
return false;
std::map<unsigned int, IndirectTarget>::iterator target = targets.find(targetID);
if( target==targets.end() )
return false;
// AggregateGeometryVisitor creates single osg::Geometry from all objects used by specific indirect target
AggregateGeometryVisitor::AddObjectResult aoResult = target->second.geometryAggregator->addObject( node , typeID, lodNumber );
// Information about first vertex and a number of vertices is stored for later primitiveset creation
target->second.indirectCommands->getData().push_back( DrawArraysIndirectCommand( aoResult.first, aoResult.count ) );
osg::ComputeBoundsVisitor cbv;
node->accept(cbv);
// Indirect target texture buffers have finite size, therefore each instance LOD has maximum number that may be rendered in one frame.
// This maximum number of rendered instances is estimated from the area that LOD covers and maximum density of instances per square kilometer.
float lodArea = osg::PI * ( lodDistances.w() * lodDistances.w() - lodDistances.x() * lodDistances.x() ) / 1000000.0f;
// calculate max quantity of objects in lodArea using maximum density per square kilometer
unsigned int maxQuantity = (unsigned int) ceil( lodArea * maxDensityPerSquareKilometer );
itd.setLodDefinition( lodNumber, targetID, aoResult.index, lodDistances, target->second.maxTargetQuantity, maxQuantity, cbv.getBoundingBox() ) ;
target->second.maxTargetQuantity += maxQuantity;
return true;
}
// endRegister() method is called after all indirect targets and instance types are registered.
// It creates indirect targets with pixel format and data type provided by user ( indirect targets may hold
// different information about single instance depending on user's needs ( in our example : static rendering
// sends all vertex data to indirect target during GPU cull phase, while dynamic rendering sends only a "pointer"
// to texture buffer containing instance data ( look at endRegister() invocations in createStaticRendering() and
// createDynamicRendering() )
void endRegister( unsigned int rowsPerInstance, GLenum pixelFormat, GLenum type, GLint internalFormat )
{
OSG_INFO<<"instance types"<<std::endl;
for( unsigned int i=0; i<instanceTypes->getData().size(); ++i)
{
InstanceType& iType = instanceTypes->getData().at(i);
int sum = 0;
OSG_INFO<<"Type "<<i<<" : ( " ;
int lodCount = iType.params.x();
for(int j=0; j<lodCount; ++j )
{
OSG_INFO << "{" << iType.lods[j].indirectTargetParams.x() << "}"<<iType.lods[j].indirectTargetParams.z() << "->" << iType.lods[j].indirectTargetParams.w() << " ";
sum += iType.lods[j].indirectTargetParams.w();
}
OSG_INFO<< ") => " << sum << " elements"<<std::endl;
}
OSG_INFO<<"indirect targets"<<std::endl;
std::map<unsigned int, IndirectTarget>::iterator it,eit;
for(it=targets.begin(), eit=targets.end(); it!=eit; ++it)
{
for(unsigned j=0; j<it->second.indirectCommands->getData().size(); ++j)
{
DrawArraysIndirectCommand& iComm = it->second.indirectCommands->getData().at(j);
OSG_INFO<<"("<<iComm.first<<" "<<iComm.primCount<<" "<<iComm.count<<") ";
}
unsigned int sizeInBytes = (unsigned int ) it->second.maxTargetQuantity * sizeof(osg::Vec4);
OSG_INFO<<" => Maximum elements in target : "<< it->second.maxTargetQuantity <<" ( "<< sizeInBytes <<" bytes, " << sizeInBytes/1024<< " kB )" << std::endl;
}
instanceTypesUBB->setSize( instanceTypes->getTotalDataSize() );
for(it=targets.begin(), eit=targets.end(); it!=eit; ++it)
it->second.endRegister(it->first,rowsPerInstance,pixelFormat,type,internalFormat,useMultiDrawArraysIndirect);
}
bool useMultiDrawArraysIndirect;
osg::ref_ptr< osg::BufferTemplate< std::vector<InstanceType> > > instanceTypes;
osg::ref_ptr<osg::UniformBufferObject> instanceTypesUBO;
osg::ref_ptr<osg::UniformBufferBinding> instanceTypesUBB;
std::map<unsigned int, IndirectTarget> targets;
};
// StaticInstance struct represents data of a single static instance :
// its position, type, identification and additional params
// ( params are user dependent. In our example params are used
// to describe color, waving amplitude, waving frequency and waving offset )
struct StaticInstance
{
StaticInstance( unsigned int typeID, unsigned int id, const osg::Matrixf& m, const osg::Vec4& params )
: position(m), extraParams(params), idParams(typeID,id,0,0)
{
}
osg::Vec3d getPosition() const
{
return position.getTrans();
}
osg::Matrixf position;
osg::Vec4f extraParams;
osg::Vec4i idParams;
};
// DynamicInstance ( compared to StaticInstance ) holds additional data, like "bones" used to
// animate wheels and propellers in the example
const unsigned int OSGGPUCULL_MAXIMUM_BONES_NUMBER = 8;
struct DynamicInstance
{
DynamicInstance( unsigned int typeID, unsigned int id, const osg::Matrixf& m, const osg::Vec4& params )
: position(m), extraParams(params), idParams(typeID,id,0,0)
{
for(unsigned int i=0; i<OSGGPUCULL_MAXIMUM_BONES_NUMBER; ++i)
bones[i] = osg::Matrixf::identity();
}
osg::Vec3d getPosition() const
{
return position.getTrans();
}
osg::Matrixf position;
osg::Vec4f extraParams;
osg::Vec4i idParams;
osg::Matrixf bones[OSGGPUCULL_MAXIMUM_BONES_NUMBER];
};
// This class has been taken from osgforest example and modified a little bit.
// Its purpose is to store instances and to divide it into osg tree.
template<typename T>
class InstanceCell : public osg::Referenced
{
public:
typedef std::vector< osg::ref_ptr<InstanceCell<T> > > InstanceCellList;
InstanceCell(): _parent(0) {}
InstanceCell(osg::BoundingBox& bb):_parent(0), _bb(bb) {}
void addCell(InstanceCell* cell) { cell->_parent=this; _cells.push_back(cell); }
void computeBound();
bool contains(const osg::Vec3& position) const { return _bb.contains(position); }
bool divide(unsigned int maxNumInstancesPerCell=100);
bool divide(bool xAxis, bool yAxis, bool zAxis);
void bin();
InstanceCell* _parent;
osg::BoundingBox _bb;
InstanceCellList _cells;
std::vector<T> _instances;
};
template<typename T>
void InstanceCell<T>::computeBound()
{
_bb.init();
for(typename InstanceCellList::iterator citr=_cells.begin();
citr!=_cells.end();
++citr)
{
(*citr)->computeBound();
_bb.expandBy((*citr)->_bb);
}
for(typename std::vector<T>::iterator titr=_instances.begin();
titr!=_instances.end(); ++titr)
{
_bb.expandBy( titr->getPosition() );
}
}
template<typename T>
bool InstanceCell<T>::divide(unsigned int maxNumInstancesPerCell)
{
if (_instances.size()<=maxNumInstancesPerCell) return false;
computeBound();
float radius = _bb.radius();
float divide_distance = radius*0.7f;
if (divide((_bb.xMax()-_bb.xMin())>divide_distance,(_bb.yMax()-_bb.yMin())>divide_distance,(_bb.zMax()-_bb.zMin())>divide_distance))
{
// recusively divide the new cells till maxNumInstancesPerCell is met.
for(typename InstanceCellList::iterator citr=_cells.begin(); citr!=_cells.end(); ++citr)
{
(*citr)->divide(maxNumInstancesPerCell);
}
return true;
}
else
{
return false;
}
}
template<typename T>
bool InstanceCell<T>::divide(bool xAxis, bool yAxis, bool zAxis)
{
if (!(xAxis || yAxis || zAxis)) return false;
if (_cells.empty())
_cells.push_back(new InstanceCell(_bb));
if (xAxis)
{
unsigned int numCellsToDivide=_cells.size();
for(unsigned int i=0;i<numCellsToDivide;++i)
{
InstanceCell* orig_cell = _cells[i].get();
InstanceCell* new_cell = new InstanceCell(orig_cell->_bb);
float xCenter = (orig_cell->_bb.xMin()+orig_cell->_bb.xMax())*0.5f;
orig_cell->_bb.xMax() = xCenter;
new_cell->_bb.xMin() = xCenter;
_cells.push_back(new_cell);
}
}
if (yAxis)
{
unsigned int numCellsToDivide=_cells.size();
for(unsigned int i=0;i<numCellsToDivide;++i)
{
InstanceCell* orig_cell = _cells[i].get();
InstanceCell* new_cell = new InstanceCell(orig_cell->_bb);
float yCenter = (orig_cell->_bb.yMin()+orig_cell->_bb.yMax())*0.5f;
orig_cell->_bb.yMax() = yCenter;
new_cell->_bb.yMin() = yCenter;
_cells.push_back(new_cell);
}
}
if (zAxis)
{
unsigned int numCellsToDivide=_cells.size();
for(unsigned int i=0;i<numCellsToDivide;++i)
{
InstanceCell* orig_cell = _cells[i].get();
InstanceCell* new_cell = new InstanceCell(orig_cell->_bb);
float zCenter = (orig_cell->_bb.zMin()+orig_cell->_bb.zMax())*0.5f;
orig_cell->_bb.zMax() = zCenter;
new_cell->_bb.zMin() = zCenter;
_cells.push_back(new_cell);
}
}
bin();
return true;
}
template<typename T>
void InstanceCell<T>::bin()
{
// put treeste cells.
std::vector<T> instancesNotAssigned;
for(typename std::vector<T>::iterator titr=_instances.begin(); titr!=_instances.end(); ++titr)
{
osg::Vec3 iPosition = titr->getPosition();
bool assigned = false;
for(typename InstanceCellList::iterator citr=_cells.begin();
citr!=_cells.end() && !assigned;
++citr)
{
if ((*citr)->contains(iPosition))
{
(*citr)->_instances.push_back(*titr);
assigned = true;
}
}
if (!assigned) instancesNotAssigned.push_back(*titr);
}
// put the unassigned trees back into the original local tree list.
_instances.swap(instancesNotAssigned);
// prune empty cells.
InstanceCellList cellsNotEmpty;
for(typename InstanceCellList::iterator citr=_cells.begin(); citr!=_cells.end(); ++citr)
{
if (!((*citr)->_instances.empty()))
{
cellsNotEmpty.push_back(*citr);
}
}
_cells.swap(cellsNotEmpty);
}
// Every geometry in the static instance tree stores matrix and additional parameters on the vertex attributtes number 10-15.
osg::Geometry* buildGPUCullGeometry( const std::vector<StaticInstance>& instances )
{
osg::Vec3Array* vertexArray = new osg::Vec3Array;
osg::Vec4Array* attrib10 = new osg::Vec4Array;
osg::Vec4Array* attrib11 = new osg::Vec4Array;
osg::Vec4Array* attrib12 = new osg::Vec4Array;
osg::Vec4Array* attrib13 = new osg::Vec4Array;
osg::Vec4Array* attrib14 = new osg::Vec4Array;
osg::Vec4Array* attrib15 = new osg::Vec4Array;
osg::BoundingBox bbox;
std::vector<StaticInstance>::const_iterator it,eit;
for(it=instances.begin(), eit=instances.end(); it!=eit; ++it)
{
vertexArray->push_back( it->getPosition() );
attrib10->push_back( osg::Vec4( it->position(0,0), it->position(0,1), it->position(0,2), it->position(0,3) ) );
attrib11->push_back( osg::Vec4( it->position(1,0), it->position(1,1), it->position(1,2), it->position(1,3) ) );
attrib12->push_back( osg::Vec4( it->position(2,0), it->position(2,1), it->position(2,2), it->position(2,3) ) );
attrib13->push_back( osg::Vec4( it->position(3,0), it->position(3,1), it->position(3,2), it->position(3,3) ) );
attrib14->push_back( it->extraParams );
attrib15->push_back( osg::Vec4( it->idParams.x(), it->idParams.y(), 0.0, 0.0 ) );
bbox.expandBy( it->getPosition() );
}
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
geom->setVertexArray(vertexArray);
geom->setVertexAttribArray(10, attrib10, osg::Array::BIND_PER_VERTEX);
geom->setVertexAttribArray(11, attrib11, osg::Array::BIND_PER_VERTEX);
geom->setVertexAttribArray(12, attrib12, osg::Array::BIND_PER_VERTEX);
geom->setVertexAttribArray(13, attrib13, osg::Array::BIND_PER_VERTEX);
geom->setVertexAttribArray(14, attrib14, osg::Array::BIND_PER_VERTEX);
geom->setVertexAttribArray(15, attrib15, osg::Array::BIND_PER_VERTEX);
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, instances.size() ) );
geom->setInitialBound( bbox );
geom->setUseDisplayList(false);
geom->setUseVertexBufferObjects(true);
return geom.release();
}
template<typename T>
osg::Node* createInstanceGraph(InstanceCell<T>* cell, const osg::BoundingBox& objectsBBox )
{
bool needGroup = !(cell->_cells.empty());
bool needInstances = !(cell->_instances.empty());
osg::Geode* geode = 0;
osg::Group* group = 0;
if (needInstances)
{
osg::Geometry* geometry = buildGPUCullGeometry(cell->_instances);
// buildGPUCullGeometry() function creates initial bound using points
// it must be enlarged by bounding boxes of all instance types
osg::BoundingBox bbox = geometry->getInitialBound();
bbox.xMin() += objectsBBox.xMin();
bbox.xMax() += objectsBBox.xMax();
bbox.yMin() += objectsBBox.yMin();
bbox.yMax() += objectsBBox.yMax();
bbox.zMin() += objectsBBox.zMin();
bbox.zMax() += objectsBBox.zMax();
geometry->setInitialBound(bbox);
geode = new osg::Geode;
geometry->setUseDisplayList(false);
geometry->setUseVertexBufferObjects(true);
geode->addDrawable( geometry );
}
if (needGroup)
{
group = new osg::Group;
for(typename InstanceCell<T>::InstanceCellList::iterator itr=cell->_cells.begin(); itr!=cell->_cells.end(); ++itr)
{
group->addChild(createInstanceGraph(itr->get(),objectsBBox));
}
if (geode) group->addChild(geode);
}
if (group) return group;
else return geode;
}
template <typename T>
osg::Node* createInstanceTree(const std::vector<T>& instances, const osg::BoundingBox& objectsBBox, unsigned int maxNumInstancesPerCell )
{
osg::ref_ptr<InstanceCell<T> > rootCell = new InstanceCell<T>();
rootCell->_instances = instances;
rootCell->divide( maxNumInstancesPerCell );
osg::ref_ptr<osg::Node> resultNode = createInstanceGraph<T>( rootCell.get(), objectsBBox );
return resultNode.release();
}
// Texture buffers holding information about the number of instances to render ( named "indirect command
// texture buffers", or simply - indirect commands ) must reset instance number to 0 in the beginning of each frame.
// It is done by simple texture reload from osg::Image.
// Moreover - texture buffers that use texture images ( i mean "images" as defined in ARB_shader_image_load_store extension )
// should call glBindImageTexture() before every shader that uses imageLoad(), imageStore() and imageAtomic*() GLSL functions.
// It looks like glBindImageTexture() should be used the same way the glBindTexture() is used.
struct ResetTexturesCallback : public osg::StateSet::Callback
{
ResetTexturesCallback()
{
}
void addTextureDirty( unsigned int texUnit )
{
texUnitsDirty.push_back(texUnit);
}
void addTextureDirtyParams( unsigned int texUnit )
{
texUnitsDirtyParams.push_back(texUnit);
}
virtual void operator() (osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
{
std::vector<unsigned int>::iterator it,eit;
for(it=texUnitsDirty.begin(), eit=texUnitsDirty.end(); it!=eit; ++it)
{
osg::Texture* tex = dynamic_cast<osg::Texture*>( stateset->getTextureAttribute(*it,osg::StateAttribute::TEXTURE) );
if(tex==NULL)
continue;
osg::Image* img = tex->getImage(0);
if(img!=NULL)
img->dirty();
}
for(it=texUnitsDirtyParams.begin(), eit=texUnitsDirtyParams.end(); it!=eit; ++it)
{
osg::Texture* tex = dynamic_cast<osg::Texture*>( stateset->getTextureAttribute(*it,osg::StateAttribute::TEXTURE) );
if(tex!=NULL)
tex->dirtyTextureParameters();
}
}
std::vector<unsigned int> texUnitsDirty;
std::vector<unsigned int> texUnitsDirtyParams;
};
// We must ensure that cull shader finished filling indirect commands and indirect targets, before draw shader
// starts using them. We use glMemoryBarrier() barrier to achieve that.
// It is also possible that we should use glMemoryBarrier() after resetting textures, but i implemented that only for
// dynamic rendering.
struct InvokeMemoryBarrier : public osg::Drawable::DrawCallback
{
InvokeMemoryBarrier( GLbitfield barriers )
: _barriers(barriers)
{
}
virtual void drawImplementation(osg::RenderInfo& renderInfo,const osg::Drawable* drawable) const
{
//DrawIndirectGLExtensions *ext = DrawIndirectGLExtensions::getExtensions( renderInfo.getContextID(), true );
renderInfo.getState()->get<osg::GLExtensions>()->glMemoryBarrier( _barriers );
drawable->drawImplementation(renderInfo);
}
GLbitfield _barriers;
};
osg::Program* createProgram( const std::string& name, const std::string& vertexSource, const std::string& fragmentSource )
{
osg::ref_ptr<osg::Program> program = new osg::Program;
program->setName( name );
osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, vertexSource);
vertexShader->setName( name + "_vertex" );
program->addShader(vertexShader.get());
osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fragmentSource);
fragmentShader->setName( name + "_fragment" );
program->addShader(fragmentShader.get());
return program.release();
}
float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; }
osg::Group* createConiferTree( float detailRatio, const osg::Vec4& leafColor, const osg::Vec4& trunkColor )
{
osg::ref_ptr<osg::TessellationHints> tessHints = new osg::TessellationHints;
tessHints->setCreateTextureCoords(true);
tessHints->setDetailRatio(detailRatio);
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Cylinder> trunk = new osg::Cylinder( osg::Vec3( 0.0, 0.0, 1.0 ), 0.25, 2.0 );
osg::ref_ptr<osg::Geode> trunkGeode = convertShapeToGeode( *trunk.get(), tessHints.get(), trunkColor );
root->addChild( trunkGeode.get() );
osg::ref_ptr<osg::Cone> shapeCone = new osg::Cone( osg::Vec3( 0.0, 0.0, 4.0 ), 2.0, 8.0 );
osg::ref_ptr<osg::Geode> shapeGeode = convertShapeToGeode( *shapeCone.get(), tessHints.get(), leafColor );
root->addChild( shapeGeode.get() );
return root.release();
}
// Few functions that create geometries of objects used in example.
// Vertex size in all objects is controlled using single float parameter ( detailRatio )
// Thanks to this ( and "--triangle-modifier" application parameter ) we may experiment with
// triangle quantity of the scene and how it affects the time statistics
osg::Group* createDecidousTree( float detailRatio, const osg::Vec4& leafColor, const osg::Vec4& trunkColor )
{
osg::ref_ptr<osg::TessellationHints> tessHints = new osg::TessellationHints;
tessHints->setCreateTextureCoords(true);
tessHints->setDetailRatio(detailRatio);
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Cylinder> trunk = new osg::Cylinder( osg::Vec3( 0.0, 0.0, 1.0 ), 0.4, 2.0 );
osg::ref_ptr<osg::Geode> trunkGeode = convertShapeToGeode( *trunk.get(), tessHints.get(), trunkColor );
root->addChild( trunkGeode.get() );
osg::ref_ptr<osg::Capsule> shapeCapsule = new osg::Capsule( osg::Vec3( 0.0, 0.0, 7.4 ), 3.0, 5.0 );
osg::ref_ptr<osg::Geode> shapeGeode = convertShapeToGeode( *shapeCapsule.get(), tessHints.get(), leafColor );
root->addChild( shapeGeode.get() );
return root.release();
}
osg::Group* createSimpleHouse( float detailRatio, const osg::Vec4& buildingColor, const osg::Vec4& chimneyColor )
{
osg::ref_ptr<osg::TessellationHints> tessHints = new osg::TessellationHints;
tessHints->setCreateTextureCoords(true);
tessHints->setDetailRatio(detailRatio);
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Box> building = new osg::Box( osg::Vec3( 0.0, 0.0, 8.0 ), 15.0, 9.0, 16.0 );
osg::ref_ptr<osg::Geode> buildingGeode = convertShapeToGeode( *building.get(), tessHints.get(), buildingColor );
root->addChild( buildingGeode.get() );
// osg::Box always creates geometry with 12 triangles, so to differentiate building LODs we will add three "chimneys"
{
osg::ref_ptr<osg::Cylinder> chimney = new osg::Cylinder( osg::Vec3( -6.0, 3.0, 16.75 ), 0.1, 1.5 );
osg::ref_ptr<osg::Geode> chimneyGeode = convertShapeToGeode( *chimney.get(), tessHints.get(), chimneyColor );
root->addChild( chimneyGeode.get() );
}
{
osg::ref_ptr<osg::Cylinder> chimney = new osg::Cylinder( osg::Vec3( -5.5, 3.0, 16.5 ), 0.1, 1.0 );
osg::ref_ptr<osg::Geode> chimneyGeode = convertShapeToGeode( *chimney.get(), tessHints.get(), chimneyColor );
root->addChild( chimneyGeode.get() );
}
{
osg::ref_ptr<osg::Cylinder> chimney = new osg::Cylinder( osg::Vec3( -5.0, 3.0, 16.25 ), 0.1, 0.5 );
osg::ref_ptr<osg::Geode> chimneyGeode = convertShapeToGeode( *chimney.get(), tessHints.get(), chimneyColor );
root->addChild( chimneyGeode.get() );
}
return root.release();
}
osg::MatrixTransform* createPropeller( float detailRatio, int propNum, float propRadius, const osg::Vec4& color )
{
osg::ref_ptr<osg::TessellationHints> tessHints = new osg::TessellationHints;
tessHints->setCreateTextureCoords(true);
tessHints->setDetailRatio(detailRatio);
osg::ref_ptr<osg::MatrixTransform> root = new osg::MatrixTransform;
osg::ref_ptr<osg::Cone> center = new osg::Cone( osg::Vec3( 0.0, 0.0, 0.05 ), 0.1*propRadius, 0.25*propRadius );
osg::ref_ptr<osg::Geode> centerGeode = convertShapeToGeode( *center.get(), tessHints.get(), color );
osg::ref_ptr<osg::Cone> prop = new osg::Cone( osg::Vec3( 0.0, 0.0, -0.75*propRadius ), 0.1*propRadius, 1.0*propRadius );
osg::ref_ptr<osg::Geode> propGeode = convertShapeToGeode( *prop.get(), tessHints.get(), color );
root->addChild( centerGeode.get() );
for( int i=0; i<propNum; ++i )
{
float angle = (float)i * 2.0f * osg::PI / (float)propNum;
osg::ref_ptr<osg::MatrixTransform> propMt = new osg::MatrixTransform( osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0) ) * osg::Matrix::scale(1.0,1.0,0.3) * osg::Matrix::rotate( angle, osg::Vec3(0.0,0.0,1.0) ) );
propMt->addChild( propGeode.get() );
root->addChild( propMt.get() );
}
return root.release();
}
osg::Group* createBlimp( float detailRatio, const osg::Vec4& hullColor, const osg::Vec4& propColor )
{
osg::ref_ptr<osg::TessellationHints> tessHints = new osg::TessellationHints;
tessHints->setCreateTextureCoords(true);
tessHints->setDetailRatio(detailRatio);
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Capsule> hull = new osg::Capsule( osg::Vec3( 0.0, 0.0, 0.0 ), 5.0, 10.0 );
osg::ref_ptr<osg::Geode> hullGeode = convertShapeToGeode( *hull.get(), tessHints.get(), hullColor );
osg::ref_ptr<osg::Capsule> gondola = new osg::Capsule( osg::Vec3( 5.5, 0.0, 0.0 ), 1.0, 6.0 );
osg::ref_ptr<osg::Geode> gondolaGeode = convertShapeToGeode( *gondola.get(), tessHints.get(), hullColor );
osg::ref_ptr<osg::Box> rudderV = new osg::Box( osg::Vec3( 0.0, 0.0, -10.0 ), 8.0, 0.3, 4.0 );
osg::ref_ptr<osg::Geode> rudderVGeode = convertShapeToGeode( *rudderV.get(), tessHints.get(), hullColor );
osg::ref_ptr<osg::Box> rudderH = new osg::Box( osg::Vec3( 0.0, 0.0, -10.0 ), 0.3, 8.0, 4.0 );
osg::ref_ptr<osg::Geode> rudderHGeode = convertShapeToGeode( *rudderH.get(), tessHints.get(), hullColor );
osg::Matrix m;
m = osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0));
osg::ref_ptr<osg::MatrixTransform> hullMt = new osg::MatrixTransform(m);
hullMt->addChild( hullGeode.get() );
hullMt->addChild( gondolaGeode.get() );
hullMt->addChild( rudderVGeode.get() );
hullMt->addChild( rudderHGeode.get() );
root->addChild( hullMt.get() );
osg::ref_ptr<osg::MatrixTransform> propellerLeft = createPropeller( detailRatio, 4, 1.0, propColor );
propellerLeft->setMatrix( osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0)) * osg::Matrix::translate(0.0,2.0,-6.0) );
propellerLeft->setName("prop0"); root->addChild( propellerLeft.get() );
osg::ref_ptr<osg::MatrixTransform> propellerRight = createPropeller( detailRatio, 4, 1.0, propColor );
propellerRight->setMatrix( osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0)) * osg::Matrix::translate(0.0,-2.0,-6.0) );
propellerRight->setName("prop1"); root->addChild( propellerRight.get() );
return root.release();
}
osg::Group* createCar( float detailRatio, const osg::Vec4& hullColor, const osg::Vec4& wheelColor )
{
osg::ref_ptr<osg::TessellationHints> tessHints = new osg::TessellationHints;
tessHints->setCreateTextureCoords(true);
tessHints->setDetailRatio(detailRatio);
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Cylinder> wheel = new osg::Cylinder( osg::Vec3( 0.0, 0.0, 0.0 ), 1.0, 0.6 );
osg::ref_ptr<osg::Geometry> wheelGeom = convertShapeToGeometry( *wheel.get(), tessHints.get(), wheelColor );
// one random triangle on every wheel will use black color to show that wheel is rotating
osg::Vec4Array* colorArray = dynamic_cast<osg::Vec4Array*>( wheelGeom->getColorArray() );
if(colorArray!=NULL)
{
unsigned int triCount = colorArray->size() / 3;
unsigned int randomTriangle = random(0,triCount);
for(unsigned int i=0;i<3;++i)
(*colorArray)[3*randomTriangle+i] = osg::Vec4(0.0,0.0,0.0,1.0);
}
osg::ref_ptr<osg::Geode> wheelGeode = new osg::Geode;
wheelGeode->addDrawable( wheelGeom.get() );
osg::ref_ptr<osg::Box> hull = new osg::Box( osg::Vec3( 0.0, 0.0, 1.3 ), 5.0, 3.0, 1.4 );
osg::ref_ptr<osg::Geode> hullGeode = convertShapeToGeode( *hull.get(), tessHints.get(), hullColor );
root->addChild( hullGeode.get() );
osg::Matrix m;
m = osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(2.0,1.8,1.0);
osg::ref_ptr<osg::MatrixTransform> wheel0Mt = new osg::MatrixTransform(m);
wheel0Mt->setName("wheel0"); wheel0Mt->addChild( wheelGeode.get() ); root->addChild( wheel0Mt.get() );
m = osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(-2.0,1.8,1.0);
osg::ref_ptr<osg::MatrixTransform> wheel1Mt = new osg::MatrixTransform(m);
wheel1Mt->setName("wheel1"); wheel1Mt->addChild( wheelGeode.get() ); root->addChild( wheel1Mt.get() );
m = osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(2.0,-1.8,1.0);
osg::ref_ptr<osg::MatrixTransform> wheel2Mt = new osg::MatrixTransform(m);
wheel2Mt->setName("wheel2"); wheel2Mt->addChild( wheelGeode.get() ); root->addChild( wheel2Mt.get() );
m = osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(-2.0,-1.8,1.0);
osg::ref_ptr<osg::MatrixTransform> wheel3Mt = new osg::MatrixTransform(m);
wheel3Mt->setName("wheel3"); wheel3Mt->addChild( wheelGeode.get() ); root->addChild( wheel3Mt.get() );
return root.release();
}
osg::Group* createAirplane( float detailRatio, const osg::Vec4& hullColor, const osg::Vec4& propColor )
{
osg::ref_ptr<osg::TessellationHints> tessHints = new osg::TessellationHints;
tessHints->setCreateTextureCoords(true);
tessHints->setDetailRatio(detailRatio);
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Capsule> hull = new osg::Capsule( osg::Vec3( 0.0, 0.0, 0.0 ), 0.8, 6.0 );
osg::ref_ptr<osg::Geode> hullGeode = convertShapeToGeode( *hull.get(), tessHints.get(), hullColor );
osg::ref_ptr<osg::Box> wing0 = new osg::Box( osg::Vec3( 0.4, 0.0, 1.3 ), 0.1, 7.0, 1.6 );
osg::ref_ptr<osg::Geode> wing0Geode = convertShapeToGeode( *wing0.get(), tessHints.get(), hullColor );
osg::ref_ptr<osg::Box> wing1 = new osg::Box( osg::Vec3( -1.4, 0.0, 1.5 ), 0.1, 10.0, 1.8 );
osg::ref_ptr<osg::Geode> wing1Geode = convertShapeToGeode( *wing1.get(), tessHints.get(), hullColor );
osg::ref_ptr<osg::Box> rudderV = new osg::Box( osg::Vec3( -0.8, 0.0, -3.9 ), 1.5, 0.05, 1.0 );
osg::ref_ptr<osg::Geode> rudderVGeode = convertShapeToGeode( *rudderV.get(), tessHints.get(), hullColor );
osg::ref_ptr<osg::Box> rudderH = new osg::Box( osg::Vec3( -0.2, 0.0, -3.9 ), 0.05, 4.0, 1.0 );
osg::ref_ptr<osg::Geode> rudderHGeode = convertShapeToGeode( *rudderH.get(), tessHints.get(), hullColor );
osg::Matrix m;
m = osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0));
osg::ref_ptr<osg::MatrixTransform> hullMt = new osg::MatrixTransform(m);
hullMt->addChild( hullGeode.get() );
hullMt->addChild( wing0Geode.get() );
hullMt->addChild( wing1Geode.get() );
hullMt->addChild( rudderVGeode.get() );
hullMt->addChild( rudderHGeode.get() );
root->addChild( hullMt.get() );
osg::ref_ptr<osg::MatrixTransform> propeller = createPropeller( detailRatio, 3, 1.6, propColor );
propeller->setMatrix( osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0)) * osg::Matrix::translate(3.8,0.0,0.0) );
propeller->setName("prop0"); root->addChild( propeller.get() );
return root.release();
}
// createStaticRendering() shows how to use any OSG graph ( wheter it is single osg::Geode, or sophisticated osg::PagedLOD tree covering whole earth )
// as a source of instance data. This way, the OSG graph of arbitrary size is at first culled using typical OSG mechanisms, then remaining osg::Geometries
// are sent to cull shader ( cullProgram ). Cull shader does not draw anything to screen ( thanks to GL_RASTERIZER_DISCARD mode ), but calculates if particular
// instances - sourced from above mentioned osg::Geometries - are visible and what LODs for these instances should be rendered.
// Information about instances is stored into indirect commands ( the number of instances sent to indirect target ) and in indirect targets
// ( static rendering sends all instance data from vertex attributes to indirect target : position, id, extra params, etc ).
// Next the draw shader ( associated with indirect target ) plays its role. The main trick at draw shader invocation is a right use of indirect command.
// Indirect command is bound as a GL_DRAW_INDIRECT_BUFFER and glDrawArraysIndirect() function is called. Thanks to this - proper number
// of instances is rendered without time-consuming GPU->CPU roundtrip. Draw shader renders an aggregate geometry - an osg::Geometry object
// that contains all objects to render ( for specific indirect target ).
void createStaticRendering( osg::Group* root, GPUCullData& gpuData, const osg::Vec2& minArea, const osg::Vec2& maxArea, unsigned int maxNumInstancesPerCell, float lodModifier, float densityModifier, float triangleModifier, bool exportInstanceObjects )
{
// Creating objects using ShapeToGeometry - its vertex count my vary according to triangleModifier variable.
// Every object may be stored to file if you want to inspect it ( to show how many vertices it has for example ).
// To do it - use "--export-objects" parameter in commandline.
// Every object LOD has different color to show the place where LODs switch.
osg::ref_ptr<osg::Node> coniferTree0 = createConiferTree( 0.75f * triangleModifier, osg::Vec4(1.0,1.0,1.0,1.0), osg::Vec4(0.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*coniferTree0.get(),"coniferTree0.osgt");
osg::ref_ptr<osg::Node> coniferTree1 = createConiferTree( 0.45f * triangleModifier, osg::Vec4(0.0,0.0,1.0,1.0), osg::Vec4(1.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*coniferTree1.get(),"coniferTree1.osgt");
osg::ref_ptr<osg::Node> coniferTree2 = createConiferTree( 0.15f * triangleModifier, osg::Vec4(1.0,0.0,0.0,1.0), osg::Vec4(0.0,0.0,1.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*coniferTree2.get(),"coniferTree2.osgt");
osg::ref_ptr<osg::Node> decidousTree0 = createDecidousTree( 0.75f * triangleModifier, osg::Vec4(1.0,1.0,1.0,1.0), osg::Vec4(0.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*decidousTree0.get(),"decidousTree0.osgt");
osg::ref_ptr<osg::Node> decidousTree1 = createDecidousTree( 0.45f * triangleModifier, osg::Vec4(0.0,0.0,1.0,1.0), osg::Vec4(1.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*decidousTree1.get(),"decidousTree1.osgt");
osg::ref_ptr<osg::Node> decidousTree2 = createDecidousTree( 0.15f * triangleModifier, osg::Vec4(1.0,0.0,0.0,1.0), osg::Vec4(0.0,0.0,1.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*decidousTree2.get(),"decidousTree2.osgt");
osg::ref_ptr<osg::Node> simpleHouse0 = createSimpleHouse( 0.75f * triangleModifier, osg::Vec4(1.0,1.0,1.0,1.0), osg::Vec4(0.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*simpleHouse0.get(),"simpleHouse0.osgt");
osg::ref_ptr<osg::Node> simpleHouse1 = createSimpleHouse( 0.45f * triangleModifier, osg::Vec4(0.0,0.0,1.0,1.0), osg::Vec4(1.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*simpleHouse1.get(),"simpleHouse1.osgt");
osg::ref_ptr<osg::Node> simpleHouse2 = createSimpleHouse( 0.15f * triangleModifier, osg::Vec4(1.0,0.0,0.0,1.0), osg::Vec4(0.0,0.0,1.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*simpleHouse2.get(),"simpleHouse2.osgt");
// Two indirect targets are registered : the first one renders static objects. The second one is used to render trees waving in the wind.
gpuData.registerIndirectTarget( 0, new AggregateGeometryVisitor( new ConvertTrianglesOperatorClassic() ), createProgram( "static_draw_0", SHADER_STATIC_DRAW_0_VERTEX, SHADER_STATIC_DRAW_0_FRAGMENT ) );
gpuData.registerIndirectTarget( 1, new AggregateGeometryVisitor( new ConvertTrianglesOperatorClassic() ), createProgram( "static_draw_1", SHADER_STATIC_DRAW_1_VERTEX, SHADER_STATIC_DRAW_1_FRAGMENT ) );
float objectDensity[3];
objectDensity[0] = 10000.0f * densityModifier;
objectDensity[1] = 1000.0f * densityModifier;
objectDensity[2] = 100.0f * densityModifier;
// Three types of instances are registered - each one with three LODs, but first two LODs for trees will be sent to second indirect target
gpuData.registerType( 0, 1, coniferTree0.get(), osg::Vec4(0.0f,0.0f,100.0f,110.0f ) * lodModifier, objectDensity[0] );
gpuData.registerType( 0, 1, coniferTree1.get(), osg::Vec4(100.0f,110.0f,500.0f,510.0f) * lodModifier, objectDensity[0] );
gpuData.registerType( 0, 0, coniferTree2.get(), osg::Vec4(500.0f,510.0f,1200.0f,1210.0f) * lodModifier, objectDensity[0] );
gpuData.registerType( 1, 1, decidousTree0.get(), osg::Vec4(0.0f,0.0f,120.0f,130.0f ) * lodModifier, objectDensity[1] );
gpuData.registerType( 1, 1, decidousTree1.get(), osg::Vec4(120.0f,130.0f,600.0f,610.0f) * lodModifier, objectDensity[1] );
gpuData.registerType( 1, 0, decidousTree2.get(), osg::Vec4(600.0f,610.0f,1400.0f,1410.0f) * lodModifier, objectDensity[1] );
gpuData.registerType( 2, 0, simpleHouse0.get(), osg::Vec4(0.0f,0.0f,140.0f,150.0f ) * lodModifier, objectDensity[2] );
gpuData.registerType( 2, 0, simpleHouse1.get(), osg::Vec4(140.0f,150.0f,700.0f,710.0f) * lodModifier, objectDensity[2] );
gpuData.registerType( 2, 0, simpleHouse2.get(), osg::Vec4(700.0f,710.0f,2000.0f,2010.0f) * lodModifier, objectDensity[2] );
// every target will store 6 rows of data in GL_RGBA32F_ARB format ( the whole StaticInstance structure )
gpuData.endRegister(6,GL_RGBA,GL_FLOAT,GL_RGBA32F_ARB);
// Now we are going to build the tree of instances. Each instance type will be recognized by its TypeID
// All instances will be placed in area (minArea x maxArea) with densities registered in GPUCullData
std::vector<StaticInstance> instances;
osg::BoundingBox bbox( minArea.x(), minArea.y(), 0.0, maxArea.x(), maxArea.y(), 0.0 );
float fullArea = ( bbox.xMax() - bbox.xMin() ) * ( bbox.yMax() - bbox.yMin() );
unsigned int currentID = 0;
// First - all instances are stored in std::vector
for( unsigned int i=0; i<3; ++i)
{
// using LOD area and maximum density - the maximum instance quantity is calculated
int objectQuantity = (int) floor ( objectDensity[i] * fullArea / 1000000.0f );
for(int j=0; j<objectQuantity; ++j )
{
osg::Vec3 position( random(minArea.x(),maxArea.x()), random(minArea.y(),maxArea.y()), 0.0 );
float rotation = random(0.0, 2*osg::PI);
float scale = random(0.8, 1.2);
float brightness = random(0.5,1.0);
float wavingAmplitude = random(0.1,0.5) / 10.0;
float wavingFrequency = random(0.2,0.8) * 2.0 * osg::PI;
float wavingOffset = random(0.0,1.0) * 2.0 * osg::PI;
instances.push_back(StaticInstance(i,currentID, osg::Matrixf::scale( scale, scale, scale ) * osg::Matrixf::rotate(rotation, osg::Vec3(0.0,0.0,1.0) ) * osg::Matrixf::translate(position) , osg::Vec4( brightness, wavingAmplitude,wavingFrequency,wavingOffset ) ) );
currentID++;
}
}
// Second - instance OSG tree is created from above mentioned vector
osg::BoundingBox allObjectsBbox;
std::vector<InstanceType>::iterator iit,ieit;
for(iit=gpuData.instanceTypes->getData().begin(), ieit=gpuData.instanceTypes->getData().end(); iit!=ieit; ++iit)
allObjectsBbox.expandBy(iit->getBoundingBox());
osg::ref_ptr<osg::Node> instancesTree = createInstanceTree(instances, allObjectsBbox, maxNumInstancesPerCell);
if( exportInstanceObjects )
osgDB::writeNodeFile(*instancesTree.get(),"staticInstancesTree.osgt");
root->addChild( instancesTree.get() );
// instance OSG tree is connected to cull shader with all necessary data ( all indirect commands, all
// indirect targets, necessary OpenGl modes etc. )
{
osg::ref_ptr<ResetTexturesCallback> resetTexturesCallback = new ResetTexturesCallback;
osg::ref_ptr<osg::Program> cullProgram = createProgram( "static_cull", SHADER_STATIC_CULL_VERTEX, SHADER_STATIC_CULL_FRAGMENT );
cullProgram->addBindUniformBlock("instanceTypesData", 1);
instancesTree->getOrCreateStateSet()->setAttributeAndModes( cullProgram.get(), osg::StateAttribute::ON );
instancesTree->getOrCreateStateSet()->setAttributeAndModes( gpuData.instanceTypesUBB.get() );
instancesTree->getOrCreateStateSet()->setMode( GL_RASTERIZER_DISCARD, osg::StateAttribute::ON );
std::map<unsigned int, IndirectTarget>::iterator it,eit;
for(it=gpuData.targets.begin(), eit=gpuData.targets.end(); it!=eit; ++it)
{
it->second.addIndirectCommandData( "indirectCommand", it->first, instancesTree->getOrCreateStateSet() );
resetTexturesCallback->addTextureDirty( it->first );
resetTexturesCallback->addTextureDirtyParams( it->first );
it->second.addIndirectTargetData( true, "indirectTarget", it->first, instancesTree->getOrCreateStateSet() );
resetTexturesCallback->addTextureDirtyParams( OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER+it->first );
}
osg::Uniform* indirectCommandSize = new osg::Uniform( osg::Uniform::INT, "indirectCommandSize" );
indirectCommandSize->set( (int)(sizeof(DrawArraysIndirectCommand) / sizeof(unsigned int)) );
instancesTree->getOrCreateStateSet()->addUniform( indirectCommandSize );
instancesTree->getOrCreateStateSet()->setUpdateCallback( resetTexturesCallback.get() );
}
// in the end - we create OSG objects that draw instances using indirect targets and commands.
std::map<unsigned int, IndirectTarget>::iterator it,eit;
for(it=gpuData.targets.begin(), eit=gpuData.targets.end(); it!=eit; ++it)
{
osg::ref_ptr<osg::Geode> drawGeode = new osg::Geode;
it->second.geometryAggregator->getAggregatedGeometry()->setDrawCallback( new InvokeMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_COMMAND_BARRIER_BIT) );
drawGeode->addDrawable( it->second.geometryAggregator->getAggregatedGeometry() );
drawGeode->setCullingActive(false);
it->second.addIndirectTargetData( false, "indirectTarget", it->first, drawGeode->getOrCreateStateSet() );
drawGeode->getOrCreateStateSet()->setAttributeAndModes( gpuData.instanceTypesUBB.get() );
it->second.addDrawProgram( "instanceTypesData", drawGeode->getOrCreateStateSet() );
drawGeode->getOrCreateStateSet()->setAttributeAndModes( new osg::CullFace( osg::CullFace::BACK ) );
root->addChild(drawGeode.get());
}
}
// Dynamic instances are stored in a single osg::Geometry. This geometry holds only a "pointer"
// to texture buffer that contains all info about particular instance. When we animate instances
// we only change information in this texture buffer
osg::Geometry* buildGPUCullGeometry( const std::vector<DynamicInstance>& instances )
{
osg::Vec3Array* vertexArray = new osg::Vec3Array;
osg::Vec4iArray* attrib10 = new osg::Vec4iArray;
osg::BoundingBox bbox;
std::vector<DynamicInstance>::const_iterator it,eit;
for(it=instances.begin(), eit=instances.end(); it!=eit; ++it)
{
vertexArray->push_back( it->getPosition() );
attrib10->push_back( it->idParams );
bbox.expandBy( it->getPosition() );
}
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
geom->setVertexArray(vertexArray);
geom->setVertexAttribArray(10, attrib10, osg::Array::BIND_PER_VERTEX);
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, instances.size() ) );
geom->setInitialBound( bbox );
return geom.release();
}
// To animate dynamic objects we use an update callback. It performs some simple
// instance wandering ( object goes to random destination point and when it reaches
// destination, it picks another random point and so on ).
// Object parts are animated ( wheels and propellers )
struct AnimateObjectsCallback : public osg::DrawableUpdateCallback
{
AnimateObjectsCallback( osg::BufferTemplate< std::vector<DynamicInstance> >* instances, osg::Image* instancesImage, const osg::BoundingBox& bbox, unsigned int quantityPerType )
: _instances(instances), _instancesImage(instancesImage), _bbox(bbox), _quantityPerType(quantityPerType), _lastTime(0.0)
{
_destination = new osg::Vec2Array;
_destination->reserve(3*_quantityPerType);
unsigned int i;
for(i=0; i<3*_quantityPerType; ++i)
_destination->push_back( osg::Vec2(random( _bbox.xMin(), _bbox.xMax()), random( _bbox.yMin(), _bbox.yMax()) ) );
i=0;
for(; i<_quantityPerType; ++i) // speed of blimps
_speed.push_back( random( 5.0, 10.0) );
for(; i<2*_quantityPerType; ++i) // speed of cars
_speed.push_back( random( 1.0, 5.0) );
for(; i<3*_quantityPerType; ++i) // speed of airplanes
_speed.push_back( random( 10.0, 16.0 ) );
}
virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
{
if( nv->getVisitorType() != osg::NodeVisitor::UPDATE_VISITOR )
return;
const osg::FrameStamp* frameStamp = nv->getFrameStamp();
if(frameStamp==NULL)
return;
double currentTime = frameStamp->getSimulationTime();
double deltaTime = 0.016;
if(_lastTime!=0.0)
deltaTime = currentTime - _lastTime;
_lastTime = currentTime;
osg::Geometry* geom = dynamic_cast<osg::Geometry*>(drawable);
if(geom==NULL)
return;
osg::Vec3Array* vertexArray = dynamic_cast<osg::Vec3Array*>( geom->getVertexArray() );
if( vertexArray == NULL )
return;
osg::BoundingBox nbbox;
unsigned int i=0;
for(;i<_quantityPerType;++i) // update blimps
{
nbbox.expandBy( updateObjectPosition( vertexArray, i, deltaTime ) );
// now we update propeler positions
setRotationUsingRotSpeed( i, 5, osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0)) * osg::Matrix::translate(0.0,2.0,-6.0), currentTime, 0.5 );
setRotationUsingRotSpeed( i, 6, osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0)) * osg::Matrix::translate(0.0,-2.0,-6.0), currentTime, -0.5 );
}
for(;i<2*_quantityPerType;++i) //update cars
{
nbbox.expandBy( updateObjectPosition( vertexArray, i, deltaTime ) );
// calculate car wheel rotation speed measured in rot/sec
double wheelRotSpeed = -1.0 * _speed[i] / ( 2.0*osg::PI );
setRotationUsingRotSpeed( i, 1, osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(2.0,1.8,1.0), currentTime, wheelRotSpeed );
setRotationUsingRotSpeed( i, 2, osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(-2.0,1.8,1.0), currentTime, wheelRotSpeed );
setRotationUsingRotSpeed( i, 3, osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(2.0,-1.8,1.0), currentTime, wheelRotSpeed );
setRotationUsingRotSpeed( i, 4, osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(1.0,0.0,0.0)) * osg::Matrix::translate(-2.0,-1.8,1.0), currentTime, wheelRotSpeed );
}
for(;i<3*_quantityPerType;++i) // update airplanes
{
nbbox.expandBy( updateObjectPosition( vertexArray, i, deltaTime ) );
setRotationUsingRotSpeed( i, 5, osg::Matrix::rotate( osg::DegreesToRadians(90.0), osg::Vec3(0.0,1.0,0.0)) * osg::Matrix::translate(3.8,0.0,0.0), currentTime, 1.5 );
}
geom->setInitialBound( nbbox );
_instancesImage->dirty();
}
osg::Vec3 updateObjectPosition( osg::Vec3Array* vertexArray, unsigned int index, float deltaTime )
{
osg::Vec3 oldPosition = _instances->getData().at(index).getPosition();
osg::Vec2 op2(oldPosition.x(), oldPosition.y() );
while( ( (*_destination)[index]- op2).length() < 10.0 )
(*_destination)[index] = osg::Vec2(random( _bbox.xMin(), _bbox.xMax()), random( _bbox.yMin(), _bbox.yMax()) );
osg::Vec2 direction = (*_destination)[index] - op2;
direction.normalize();
osg::Vec2 np2 = direction * deltaTime * _speed[index] ;
osg::Vec3 newPosition = oldPosition + osg::Vec3( np2.x(), np2.y(), 0.0 );
osg::Quat heading;
heading.makeRotate( osg::Vec3(1.0,0.0,0.0), osg::Vec3(direction.x(), direction.y(), 0.0) );
_instances->getData().at(index).position.setTrans( newPosition );
_instances->getData().at(index).position.setRotate( heading );
(*vertexArray)[index] = newPosition;
return newPosition;
}
void setRotationUsingRotSpeed( unsigned int index, unsigned int boneIndex, const osg::Matrix& zeroMatrix, double currentTime, double rotSpeed )
{
// setRotationUsingRotSpeed() is a very unoptimally written ( because it uses osg::Matrix::inverse() ),
// and that is done on purpose : in real life scenario functions making updates may take long time
// to calculate new object positions due to sophisticated physics models, geometry intersections etc.
osg::Matrix mRot = osg::Matrix::rotate( fmod( 2.0 * osg::PI * rotSpeed * currentTime,2.0*osg::PI) , osg::Vec3(0.0,0.0,1.0) );
_instances->getData().at(index).bones[boneIndex] = osg::Matrix::inverse(zeroMatrix) * mRot * zeroMatrix;
}
osg::ref_ptr< osg::BufferTemplate< std::vector<DynamicInstance> > > _instances;
osg::ref_ptr<osg::Image> _instancesImage;
osg::BoundingBox _bbox;
unsigned int _quantityPerType;
osg::ref_ptr<osg::Vec2Array> _destination;
std::vector<float> _speed;
double _lastTime;
};
// createDynamicRendering() is similar to earlier createStaticRendering() method. The differences are as follows :
// - instance input data is not stored in osg::Geometry vertex attributes but in dedicated texture buffer ( named "dynamicInstancesData" ). Vertex attributes
// in osg::Geometry store only a "pointer" to that buffer. This pointer is later sent to indirect target by the cull shader. And then - used by draw
// shader to get instance data from "dynamicInstancesData" buffer during rendering.
// - draw shader shows how to animate objects using "bones". Each vertex in rendered geometry is associated with single "bone". Such association is
// sufficient to animate mechanical objects. It is also possible to animate organic objects ( large crowds of people ) but it is far beyond
// the scope of this example.
void createDynamicRendering( osg::Group* root, GPUCullData& gpuData, osg::BufferTemplate< std::vector<DynamicInstance> >* instances, const osg::Vec2& minArea, const osg::Vec2& maxArea, float lodModifier, float densityModifier, float triangleModifier, bool exportInstanceObjects )
{
// Creating objects using ShapeToGeometry - its vertex count my vary according to triangleModifier variable.
// Every object may be stored to file if you want to inspect it ( to show how many vertices it has for example ).
// To do it - use "--export-objects" parameter in commandline.
// Every object LOD has different color to show the place where LODs switch.
osg::ref_ptr<osg::Node> blimpLod0 = createBlimp( 0.75f * triangleModifier, osg::Vec4(1.0,1.0,1.0,1.0), osg::Vec4(0.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*blimpLod0.get(),"blimpLod0.osgt");
osg::ref_ptr<osg::Node> blimpLod1 = createBlimp( 0.45f * triangleModifier, osg::Vec4(0.0,0.0,1.0,1.0), osg::Vec4(1.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*blimpLod1.get(),"blimpLod1.osgt");
osg::ref_ptr<osg::Node> blimpLod2 = createBlimp( 0.15f * triangleModifier, osg::Vec4(1.0,0.0,0.0,1.0), osg::Vec4(0.0,0.0,1.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*blimpLod2.get(),"blimpLod2.osgt");
osg::ref_ptr<osg::Node> carLod0 = createCar( 0.75f * triangleModifier, osg::Vec4(1.0,1.0,1.0,1.0), osg::Vec4(0.3,0.3,0.3,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*carLod0.get(),"carLod0.osgt");
osg::ref_ptr<osg::Node> carLod1 = createCar( 0.45f * triangleModifier, osg::Vec4(0.0,0.0,1.0,1.0), osg::Vec4(1.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*carLod1.get(),"carLod1.osgt");
osg::ref_ptr<osg::Node> carLod2 = createCar( 0.15f * triangleModifier, osg::Vec4(1.0,0.0,0.0,1.0), osg::Vec4(0.0,0.0,1.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*carLod2.get(),"carLod2.osgt");
osg::ref_ptr<osg::Node> airplaneLod0 = createAirplane( 0.75f * triangleModifier, osg::Vec4(1.0,1.0,1.0,1.0), osg::Vec4(0.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*airplaneLod0.get(),"airplaneLod0.osgt");
osg::ref_ptr<osg::Node> airplaneLod1 = createAirplane( 0.45f * triangleModifier, osg::Vec4(0.0,0.0,1.0,1.0), osg::Vec4(1.0,1.0,0.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*airplaneLod1.get(),"airplaneLod1.osgt");
osg::ref_ptr<osg::Node> airplaneLod2 = createAirplane( 0.15f * triangleModifier, osg::Vec4(1.0,0.0,0.0,1.0), osg::Vec4(0.0,0.0,1.0,1.0) );
if( exportInstanceObjects ) osgDB::writeNodeFile(*airplaneLod2.get(),"airplaneLod2.osgt");
// ConvertTrianglesOperatorClassic struct is informed which node names correspond to which bone indices
ConvertTrianglesOperatorClassic* target0Converter = new ConvertTrianglesOperatorClassic();
target0Converter->registerBoneByName("wheel0",1);
target0Converter->registerBoneByName("wheel1",2);
target0Converter->registerBoneByName("wheel2",3);
target0Converter->registerBoneByName("wheel3",4);
target0Converter->registerBoneByName("prop0",5);
target0Converter->registerBoneByName("prop1",6);
// dynamic rendering uses only one indirect target in this example
gpuData.registerIndirectTarget( 0, new AggregateGeometryVisitor( target0Converter ), createProgram( "dynamic_draw_0", SHADER_DYNAMIC_DRAW_0_VERTEX, SHADER_DYNAMIC_DRAW_0_FRAGMENT ) );
float objectDensity = 100.0f * densityModifier;
// all instance types are registered and will render using the same indirect target
gpuData.registerType( 0, 0, blimpLod0.get(), osg::Vec4(0.0f,0.0f,150.0f,160.0f) * lodModifier, objectDensity );
gpuData.registerType( 0, 0, blimpLod1.get(), osg::Vec4(150.0f,160.0f,800.0f,810.0f) * lodModifier, objectDensity );
gpuData.registerType( 0, 0, blimpLod2.get(), osg::Vec4(800.0f,810.0f,6500.0f,6510.0f) * lodModifier, objectDensity );
gpuData.registerType( 1, 0, carLod0.get(), osg::Vec4(0.0f,0.0f,50.0f,60.0f) * lodModifier, objectDensity );
gpuData.registerType( 1, 0, carLod1.get(), osg::Vec4(50.0f,60.0f,300.0f,310.0f) * lodModifier, objectDensity );
gpuData.registerType( 1, 0, carLod2.get(), osg::Vec4(300.0f,310.0f,1000.0f,1010.0f) * lodModifier, objectDensity );
gpuData.registerType( 2, 0, airplaneLod0.get(), osg::Vec4(0.0f,0.0f,80.0f,90.0f) * lodModifier, objectDensity );
gpuData.registerType( 2, 0, airplaneLod1.get(), osg::Vec4(80.0f,90.0f,400.0f,410.0f) * lodModifier, objectDensity );
gpuData.registerType( 2, 0, airplaneLod2.get(), osg::Vec4(400.0f,410.0f,1200.0f,1210.0f) * lodModifier, objectDensity );
// dynamic targets store only a "pointer" to instanceTarget buffer
gpuData.endRegister(1,GL_RGBA,GL_INT, GL_RGBA32I_EXT);
// add dynamic instances to instances container
float objectZ[3];
objectZ[0] = 50.0f;
objectZ[1] = 0.0f;
objectZ[2] = 20.0f;
osg::BoundingBox bbox( minArea.x(), minArea.y(), 0.0, maxArea.x(), maxArea.y(), 0.0 );
float fullArea = ( bbox.xMax() - bbox.xMin() ) * ( bbox.yMax() - bbox.yMin() );
unsigned int objectQuantity = (unsigned int) floor ( objectDensity * fullArea / 1000000.0f );
unsigned int currentID = 0;
for( unsigned int i=0; i<3; ++i)
{
for(unsigned int j=0; j<objectQuantity; ++j )
{
osg::Vec3 position( random(minArea.x(),maxArea.x()), random(minArea.y(),maxArea.y()), objectZ[i] );
float rotation = random(0.0, 2*osg::PI);
float brightness = random(0.25,1.0);
instances->getData().push_back(DynamicInstance(i,currentID, osg::Matrixf::rotate(rotation, osg::Vec3(0.0,0.0,1.0) ) * osg::Matrixf::translate(position) , osg::Vec4( brightness, 0.0,0.0,0.0 ) ) );
currentID++;
}
}
// all data about instances is stored in texture buffer ( compare it with static rendering )
osg::Image* instancesImage = new osg::Image;
instancesImage->setImage( instances->getTotalDataSize() / sizeof(osg::Vec4f), 1, 1, GL_RGBA32F_ARB, GL_RGBA, GL_FLOAT, (unsigned char*)instances->getDataPointer(), osg::Image::NO_DELETE );
osg::VertexBufferObject *instancesBuffer =new osg::VertexBufferObject;
instancesBuffer->setUsage(GL_STATIC_DRAW);
instancesImage->setBufferObject(instancesBuffer);
osg::TextureBuffer* instancesTextureBuffer = new osg::TextureBuffer(instancesImage);
instancesTextureBuffer->setUnRefImageDataAfterApply(false);
osg::Uniform* dynamicInstancesDataUniform = new osg::Uniform( "dynamicInstancesData", 8 );
osg::Uniform* dynamicInstancesDataSize = new osg::Uniform( osg::Uniform::INT, "dynamicInstancesDataSize" );
dynamicInstancesDataSize->set( (int)(sizeof(DynamicInstance) / sizeof(osg::Vec4f)) );
// all instance "pointers" are stored in a single geometry rendered with cull shader
osg::ref_ptr<osg::Geometry> instanceGeometry = buildGPUCullGeometry( instances->getData() );
osg::ref_ptr<osg::Geode> instanceGeode = new osg::Geode;
instanceGeode->addDrawable(instanceGeometry.get());
if( exportInstanceObjects )
osgDB::writeNodeFile(*instanceGeode.get(),"dynamicInstanceGeode.osgt");
// update callback that animates dynamic objects
instanceGeometry->setUpdateCallback( new AnimateObjectsCallback( instances, instancesImage, bbox, objectQuantity ) );
instanceGeometry->setDrawCallback( new InvokeMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_TEXTURE_FETCH_BARRIER_BIT) );
root->addChild( instanceGeode.get() );
// instance geode is connected to cull shader with all necessary data ( all indirect commands, all
// indirect targets, necessary OpenGL modes etc. )
{
instanceGeode->getOrCreateStateSet()->setAttributeAndModes( gpuData.instanceTypesUBB.get() );
osg::ref_ptr<ResetTexturesCallback> resetTexturesCallback = new ResetTexturesCallback;
osg::ref_ptr<osg::Program> cullProgram = createProgram( "dynamic_cull", SHADER_DYNAMIC_CULL_VERTEX, SHADER_DYNAMIC_CULL_FRAGMENT );
cullProgram->addBindUniformBlock("instanceTypesData", 1);
instanceGeode->getOrCreateStateSet()->setAttributeAndModes( cullProgram.get(), osg::StateAttribute::ON );
instanceGeode->getOrCreateStateSet()->setMode( GL_RASTERIZER_DISCARD, osg::StateAttribute::ON );
instanceGeode->getOrCreateStateSet()->setTextureAttribute( 8, instancesTextureBuffer );
instanceGeode->getOrCreateStateSet()->addUniform( dynamicInstancesDataUniform );
instanceGeode->getOrCreateStateSet()->addUniform( dynamicInstancesDataSize );
std::map<unsigned int, IndirectTarget>::iterator it,eit;
for(it=gpuData.targets.begin(), eit=gpuData.targets.end(); it!=eit; ++it)
{
it->second.addIndirectCommandData( "indirectCommand", it->first, instanceGeode->getOrCreateStateSet() );
resetTexturesCallback->addTextureDirty( it->first );
resetTexturesCallback->addTextureDirtyParams( it->first );
it->second.addIndirectTargetData( true, "indirectTarget", it->first, instanceGeode->getOrCreateStateSet() );
resetTexturesCallback->addTextureDirtyParams( OSGGPUCULL_MAXIMUM_INDIRECT_TARGET_NUMBER+it->first );
}
osg::Uniform* indirectCommandSize = new osg::Uniform( osg::Uniform::INT, "indirectCommandSize" );
indirectCommandSize->set( (int)(sizeof(DrawArraysIndirectCommand) / sizeof(unsigned int)) );
instanceGeode->getOrCreateStateSet()->addUniform( indirectCommandSize );
instanceGeode->getOrCreateStateSet()->setUpdateCallback( resetTexturesCallback.get() );
}
// in the end - we create OSG objects that draw instances using indirect targets and commands.
std::map<unsigned int, IndirectTarget>::iterator it,eit;
for(it=gpuData.targets.begin(), eit=gpuData.targets.end(); it!=eit; ++it)
{
osg::ref_ptr<osg::Geode> drawGeode = new osg::Geode;
it->second.geometryAggregator->getAggregatedGeometry()->setDrawCallback( new InvokeMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_COMMAND_BARRIER_BIT) );
drawGeode->addDrawable( it->second.geometryAggregator->getAggregatedGeometry() );
drawGeode->setCullingActive(false);
drawGeode->getOrCreateStateSet()->setTextureAttribute( 8, instancesTextureBuffer );
drawGeode->getOrCreateStateSet()->addUniform( dynamicInstancesDataUniform );
drawGeode->getOrCreateStateSet()->addUniform( dynamicInstancesDataSize );
it->second.addIndirectTargetData( false, "indirectTarget", it->first, drawGeode->getOrCreateStateSet() );
drawGeode->getOrCreateStateSet()->setAttributeAndModes( gpuData.instanceTypesUBB.get() );
it->second.addDrawProgram( "instanceTypesData", drawGeode->getOrCreateStateSet() );
drawGeode->getOrCreateStateSet()->setAttributeAndModes( new osg::CullFace( osg::CullFace::BACK ) );
root->addChild(drawGeode.get());
}
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates two-phase geometry instancing using GPU to cull and lod objects");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] ");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("--skip-static","Skip rendering of static objects");
arguments.getApplicationUsage()->addCommandLineOption("--skip-dynamic","Skip rendering of dynamic objects");
arguments.getApplicationUsage()->addCommandLineOption("--export-objects","Export instance objects to files");
arguments.getApplicationUsage()->addCommandLineOption("--use-multi-draw","Use glMultiDrawArraysIndirect in draw shader. Requires OpenGL version 4.3.");
arguments.getApplicationUsage()->addCommandLineOption("--instances-per-cell","How many static instances per cell = 4096");
arguments.getApplicationUsage()->addCommandLineOption("--static-area-size","Size of the area for static rendering = 2000");
arguments.getApplicationUsage()->addCommandLineOption("--dynamic-area-size","Size of the area for dynamic rendering = 1000");
arguments.getApplicationUsage()->addCommandLineOption("--lod-modifier","LOD range [%] = 100");
arguments.getApplicationUsage()->addCommandLineOption("--density-modifier","Instance density [%] = 100");
arguments.getApplicationUsage()->addCommandLineOption("--triangle-modifier","Instance triangle quantity [%] = 100");
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// application configuration - default values
bool showStaticRendering = true;
bool showDynamicRendering = true;
bool exportInstanceObjects = false;
bool useMultiDrawArraysIndirect = false;
unsigned int instancesPerCell = 4096;
float staticAreaSize = 2000.0f;
float dynamicAreaSize = 1000.0f;
float lodModifier = 100.0f;
float densityModifier = 100.0f;
float triangleModifier = 100.0f;
if ( arguments.read("--skip-static") )
showStaticRendering = false;
if ( arguments.read("--skip-dynamic") )
showDynamicRendering = false;
if ( arguments.read("--export-objects") )
exportInstanceObjects = true;
if ( arguments.read("--use-multi-draw") )
useMultiDrawArraysIndirect = true;
arguments.read("--instances-per-cell",instancesPerCell);
arguments.read("--static-area-size",staticAreaSize);
arguments.read("--dynamic-area-size",dynamicAreaSize);
arguments.read("--lod-modifier",lodModifier);
arguments.read("--density-modifier",densityModifier);
arguments.read("--triangle-modifier",triangleModifier);
lodModifier /= 100.0f;
densityModifier /= 100.0f;
triangleModifier /= 100.0f;
// construct the viewer.
osgViewer::Viewer viewer(arguments);
// To enable proper LOD fading we use multisampling
osg::DisplaySettings::instance()->setNumMultiSamples( 4 );
// Add basic event handlers and manipulators
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));
viewer.addEventHandler(new osgViewer::ThreadingHandler);
osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() );
keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() );
keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() );
keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() );
viewer.setCameraManipulator( keyswitchManipulator.get() );
// create root node
osg::ref_ptr<osg::Group> root = new osg::Group;
// add lightsource to root node
osg::ref_ptr<osg::LightSource> lSource = new osg::LightSource;
lSource->getLight()->setPosition(osg::Vec4(1.0,-1.0,1.0,0.0));
lSource->getLight()->setDiffuse(osg::Vec4(0.9,0.9,0.9,1.0));
lSource->getLight()->setAmbient(osg::Vec4(0.1,0.1,0.1,1.0));
root->addChild( lSource.get() );
// Add ground
osg::ref_ptr<osg::Geometry> groundGeometry = createTexturedQuadGeometry( osg::Vec3(-0.5*staticAreaSize,-0.5*staticAreaSize,0.0), osg::Vec3(0.0,staticAreaSize,0.0), osg::Vec3(staticAreaSize,0.0,0.0) );
osg::ref_ptr<osg::Geode> groundGeode = new osg::Geode;
groundGeode->addDrawable( groundGeometry.get() );
root->addChild( groundGeode.get() );
// Uniform for trees waving in the wind
osg::Vec2 windDirection( random(-1.0,1.0), random(-1.0,1.0) );
windDirection.normalize();
osg::ref_ptr<osg::Uniform> windDirectionUniform = new osg::Uniform("windDirection", windDirection);
root->getOrCreateStateSet()->addUniform( windDirectionUniform.get() );
// create static objects and setup its rendering
GPUCullData staticGpuData;
staticGpuData.setUseMultiDrawArraysIndirect( useMultiDrawArraysIndirect );
if(showStaticRendering)
{
createStaticRendering( root.get(), staticGpuData, osg::Vec2(-0.5*staticAreaSize,-0.5*staticAreaSize), osg::Vec2(0.5*staticAreaSize,0.5*staticAreaSize), instancesPerCell, lodModifier, densityModifier, triangleModifier, exportInstanceObjects );
}
// create dynamic objects and setup its rendering
GPUCullData dynamicGpuData;
dynamicGpuData.setUseMultiDrawArraysIndirect( useMultiDrawArraysIndirect );
osg::ref_ptr< osg::BufferTemplate< std::vector< DynamicInstance> > > dynamicInstances;
if(showDynamicRendering)
{
dynamicInstances = new osg::BufferTemplate< std::vector<DynamicInstance> >();
createDynamicRendering( root.get(), dynamicGpuData, dynamicInstances.get(), osg::Vec2(-0.5*dynamicAreaSize,-0.5*dynamicAreaSize), osg::Vec2(0.5*dynamicAreaSize,0.5*dynamicAreaSize), lodModifier, densityModifier, triangleModifier, exportInstanceObjects );
}
viewer.setSceneData( root.get() );
viewer.realize();
// shaders use osg_ variables so we must do the following
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
for(osgViewer::Viewer::Windows::iterator itr = windows.begin(); itr != windows.end(); ++itr)
(*itr)->getState()->setUseModelViewAndProjectionUniforms(true);
return viewer.run();
}