71122ff38f
and osgprerender now ported across to osg::CameraNode.
385 lines
15 KiB
C++
385 lines
15 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_CULLVISITOR
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#define OSGUTIL_CULLVISITOR 1
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#include <map>
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#include <vector>
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#include <osg/NodeVisitor>
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#include <osg/BoundingSphere>
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#include <osg/BoundingBox>
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#include <osg/Matrix>
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#include <osg/Drawable>
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#include <osg/StateSet>
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#include <osg/State>
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#include <osg/ClearNode>
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#include <osg/CameraNode>
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#include <osg/Notify>
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#include <osg/CullStack>
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#include <osgUtil/RenderGraph>
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#include <osgUtil/RenderStage>
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#include <osg/Vec3>
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namespace osgUtil {
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/**
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* Basic NodeVisitor implementation for rendering a scene.
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* This visitor traverses the scene graph, collecting transparent and
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* opaque osg::Drawables into a depth sorted transparent bin and a state
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* sorted opaque bin. The opaque bin is rendered first, and then the
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* transparent bin is rendered in order from the furthest osg::Drawable
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* from the eye to the one nearest the eye.
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*/
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class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor, public osg::CullStack
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{
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public:
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typedef osg::Matrix::value_type value_type;
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CullVisitor();
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virtual ~CullVisitor();
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virtual CullVisitor* cloneType() const { return new CullVisitor(); }
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virtual void reset();
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virtual osg::Vec3 getEyePoint() const { return getEyeLocal(); }
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virtual float getDistanceToEyePoint(const osg::Vec3& pos, bool withLODScale) const;
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virtual float getDistanceFromEyePoint(const osg::Vec3& pos, bool withLODScale) const;
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virtual void apply(osg::Node&);
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virtual void apply(osg::Geode& node);
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virtual void apply(osg::Billboard& node);
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virtual void apply(osg::LightSource& node);
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virtual void apply(osg::ClipNode& node);
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virtual void apply(osg::TexGenNode& node);
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virtual void apply(osg::Group& node);
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virtual void apply(osg::Transform& node);
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virtual void apply(osg::Projection& node);
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virtual void apply(osg::Switch& node);
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virtual void apply(osg::LOD& node);
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virtual void apply(osg::ClearNode& node);
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virtual void apply(osg::CameraNode& node);
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virtual void apply(osg::OccluderNode& node);
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void setClearNode(const osg::ClearNode* earthSky) { _clearNode = earthSky; }
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const osg::ClearNode* getClearNode() const { return _clearNode.get(); }
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/** Push state set on the current state group.
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* If the state exists in a child state group of the current
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* state group then move the current state group to that child.
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* Otherwise, create a new state group for the state set, add
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* it to the current state group then move the current state
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* group pointer to the new state group.
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*/
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inline void pushStateSet(const osg::StateSet* ss)
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{
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_currentRenderGraph = _currentRenderGraph->find_or_insert(ss);
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if (ss->useRenderBinDetails())
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{
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_currentRenderBin = _currentRenderBin->find_or_insert(ss->getBinNumber(),ss->getBinName());
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}
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}
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/** Pop the top state set and hence associated state group.
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* Move the current state group to the parent of the popped
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* state group.
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*/
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inline void popStateSet()
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{
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if (_currentRenderGraph->_stateset->useRenderBinDetails())
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{
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_currentRenderBin = _currentRenderBin->getParent();
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}
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_currentRenderGraph = _currentRenderGraph->_parent;
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}
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inline void setRenderGraph(RenderGraph* rg)
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{
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_rootRenderGraph = rg;
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_currentRenderGraph = rg;
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}
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inline RenderGraph* getRootRenderGraph()
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{
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return _rootRenderGraph.get();
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}
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inline RenderGraph* getCurrentRenderGraph()
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{
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return _currentRenderGraph;
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}
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inline void setRenderStage(RenderStage* rg)
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{
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_rootRenderStage = rg;
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_currentRenderBin = rg;
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}
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inline RenderStage* getRenderStage()
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{
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return _rootRenderStage.get();
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}
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inline RenderBin* getCurrentRenderBin()
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{
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return _currentRenderBin;
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}
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inline void setCurrentRenderBin(RenderBin* rb)
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{
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_currentRenderBin = rb;
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}
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inline value_type getCalculatedNearPlane() const { return _computed_znear; }
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inline value_type getCalculatedFarPlane() const { return _computed_zfar; }
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value_type computeNearestPointInFrustum(const osg::Matrix& matrix, const osg::Polytope::PlaneList& planes,const osg::Drawable& drawable);
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bool updateCalculatedNearFar(const osg::Matrix& matrix,const osg::BoundingBox& bb);
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bool updateCalculatedNearFar(const osg::Matrix& matrix,const osg::Drawable& drawable, bool isBillboard=false);
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void updateCalculatedNearFar(const osg::Vec3& pos);
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/** Add a drawable to current render graph.*/
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inline void addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix);
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/** Add a drawable and depth to current render graph.*/
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inline void addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth);
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/** Add an attribute which is positioned relative to the modelview matrix.*/
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inline void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr);
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/** Add an attribute which is positioned relative to the modelview matrix.*/
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inline void addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr);
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/** Re-implement CullStack's popProjectionMatrix() adding clamping of the projection matrix to
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* the computed near and far.*/
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virtual void popProjectionMatrix();
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/** CullVisitor's default clamping of the projection float matrix to computed near and far values.
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* Note, do not call this method directly, use clampProjectionMatrix(..) instead, unless you want to bypass the callback.*/
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virtual bool clampProjectionMatrixImplementation(osg::Matrixf& projection, double& znear, double& zfar) const;
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/** CullVisitor's default clamping of the projection double matrix to computed near and far values.
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* Note, do not call this method directly, use clampProjectionMatrix(..) instead, unless you want to bypass the callback.*/
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virtual bool clampProjectionMatrixImplementation(osg::Matrixd& projection, double& znear, double& zfar) const;
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/** Clamp the projection float matrix to computed near and far values, use callback if it exists,
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* otherwise use default CullVisitor implementation.*/
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inline bool clampProjectionMatrix(osg::Matrixf& projection, value_type& znear, value_type& zfar) const
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{
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double zn = znear;
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double zf = zfar;
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bool result = false;
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if (_clampProjectionMatrixCallback.valid()) result = _clampProjectionMatrixCallback->clampProjectionMatrixImplementation(projection, zn, zf);
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else result = clampProjectionMatrixImplementation(projection, zn, zf);
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if (result)
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{
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znear = zn;
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zfar = zn;
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return true;
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}
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else
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return false;
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}
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/** Clamp the projection double matrix to computed near and far values, use callback if it exists,
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* otherwise use default CullVisitor implementation.*/
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inline bool clampProjectionMatrix(osg::Matrixd& projection, value_type& znear, value_type& zfar) const
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{
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double zn = znear;
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double zf = zfar;
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bool result = false;
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if (_clampProjectionMatrixCallback.valid()) result = _clampProjectionMatrixCallback->clampProjectionMatrixImplementation(projection, zn, zf);
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else result = clampProjectionMatrixImplementation(projection, zn, zf);
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if (result)
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{
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znear = zn;
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zfar = zn;
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return true;
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}
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else
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return false;
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}
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void setState(osg::State* state) { _state = state; }
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osg::State* getState() { return _state.get(); }
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const osg::State* getState() const { return _state.get(); }
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protected:
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/** Prevent unwanted copy operator.*/
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CullVisitor& operator = (const CullVisitor&) { return *this; }
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inline void handle_cull_callbacks_and_traverse(osg::Node& node)
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{
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osg::NodeCallback* callback = node.getCullCallback();
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if (callback) (*callback)(&node,this);
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else traverse(node);
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}
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inline void handle_cull_callbacks_and_accept(osg::Node& node,osg::Node* acceptNode)
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{
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osg::NodeCallback* callback = node.getCullCallback();
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if (callback) (*callback)(&node,this);
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else acceptNode->accept(*this);
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}
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osg::ref_ptr<const osg::ClearNode> _clearNode;
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osg::ref_ptr<RenderGraph> _rootRenderGraph;
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RenderGraph* _currentRenderGraph;
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osg::ref_ptr<RenderStage> _rootRenderStage;
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RenderBin* _currentRenderBin;
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value_type _computed_znear;
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value_type _computed_zfar;
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typedef std::vector< osg::ref_ptr<RenderLeaf> > RenderLeafList;
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RenderLeafList _reuseRenderLeafList;
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unsigned int _currentReuseRenderLeafIndex;
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inline RenderLeaf* createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth=0.0f);
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osg::ref_ptr<osg::State> _state;
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struct MatrixPlanesDrawables
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{
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MatrixPlanesDrawables(const osg::Matrix& matrix, const osg::Drawable* drawable, const osg::Polytope& frustum):
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_matrix(matrix),
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_drawable(drawable)
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{
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// create a new list of planes from the active walls of the frustum.
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osg::Polytope::ClippingMask result_mask = frustum.getResultMask();
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osg::Polytope::ClippingMask selector_mask = 0x1;
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for(osg::Polytope::PlaneList::const_iterator itr=frustum.getPlaneList().begin();
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itr!=frustum.getPlaneList().end();
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++itr)
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{
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if (result_mask&selector_mask) _planes.push_back(*itr);
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selector_mask <<= 1;
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}
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}
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MatrixPlanesDrawables(const MatrixPlanesDrawables& mpd):
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_matrix(mpd._matrix),
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_drawable(mpd._drawable),
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_planes(mpd._planes) {}
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MatrixPlanesDrawables& operator = (const MatrixPlanesDrawables& mpd)
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{
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_matrix = mpd._matrix;
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_drawable = mpd._drawable;
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_planes = mpd._planes;
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return *this;
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}
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osg::Matrix _matrix;
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const osg::Drawable* _drawable;
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osg::Polytope::PlaneList _planes;
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};
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typedef std::multimap<value_type, MatrixPlanesDrawables> DistanceMatrixDrawableMap;
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DistanceMatrixDrawableMap _nearPlaneCandidateMap;
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};
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inline void CullVisitor::addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix)
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{
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if (_currentRenderGraph->leaves_empty())
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{
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// this is first leaf to be added to RenderGraph
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// and therefore should not already know to current render bin,
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// so need to add it.
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_currentRenderBin->addRenderGraph(_currentRenderGraph);
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}
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//_currentRenderGraph->addLeaf(new RenderLeaf(drawable,matrix));
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_currentRenderGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix));
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}
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/** Add a drawable and depth to current render graph.*/
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inline void CullVisitor::addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth)
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{
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if (_currentRenderGraph->leaves_empty())
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{
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// this is first leaf to be added to RenderGraph
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// and therefore should not already know to current render bin,
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// so need to add it.
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_currentRenderBin->addRenderGraph(_currentRenderGraph);
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}
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//_currentRenderGraph->addLeaf(new RenderLeaf(drawable,matrix,depth));
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_currentRenderGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix,depth));
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}
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/** Add an attribute which is positioned relative to the modelview matrix.*/
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inline void CullVisitor::addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr)
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{
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_currentRenderBin->getStage()->addPositionedAttribute(matrix,attr);
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}
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/** Add an attribute which is positioned relative to the modelview matrix.*/
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inline void CullVisitor::addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr)
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{
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_currentRenderBin->getStage()->addPositionedTextureAttribute(textureUnit,matrix,attr);
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}
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inline RenderLeaf* CullVisitor::createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth)
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{
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// Skips any already reused renderleaf.
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while (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size() &&
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_reuseRenderLeafList[_currentReuseRenderLeafIndex]->referenceCount()>1)
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{
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osg::notify(osg::NOTICE)<<"Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry."<< std::endl;
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++_currentReuseRenderLeafIndex;
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}
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// If still within list, element must be singularly referenced then return it to be reused.
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if (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size())
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{
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RenderLeaf* renderleaf = _reuseRenderLeafList[_currentReuseRenderLeafIndex++].get();
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renderleaf->set(drawable,projection,matrix,depth);
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return renderleaf;
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}
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// Otherwise need to create new renderleaf.
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RenderLeaf* renderleaf = new RenderLeaf(drawable,projection,matrix,depth);
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_reuseRenderLeafList.push_back(renderleaf);
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++_currentReuseRenderLeafIndex;
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return renderleaf;
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}
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}
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#endif
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