OpenSceneGraph/include/osgUtil/CullVisitor

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSGUTIL_CULLVISITOR
#define OSGUTIL_CULLVISITOR 1
#include <osg/NodeVisitor>
#include <osg/BoundingSphere>
#include <osg/BoundingBox>
#include <osg/Matrix>
#include <osg/Drawable>
#include <osg/StateSet>
#include <osg/State>
#include <osg/Impostor>
#include <osg/EarthSky>
#include <osg/Notify>
#include <osg/fast_back_stack>
#include <osgUtil/RenderGraph>
#include <osgUtil/RenderStage>
#include <map>
#include <vector>
#include <osg/Vec3>
namespace osgUtil {
/**
* Basic NodeVisitor implementation for rendering a scene.
* This visitor traverses the scene graph, collecting transparent and
* opaque osg::Drawables into a depth sorted transparent bin and a state
* sorted opaque bin. The opaque bin is rendered first, and then the
* transparent bin in rendered in order from the furthest osg::Drawable
* from the eye to the one nearest the eye.
*/
class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor
{
public:
enum
{
NO_CULLING = 0x00,
FRUSTUM_LEFT_CULLING = 0x01,
FRUSTUM_RIGHT_CULLING = 0x02,
FRUSTUM_BOTTOM_CULLING = 0x04,
FRUSTUM_TOP_CULLING = 0x08,
FRUSTUM_NEAR_CULLING = 0x10,
FRUSTUM_FAR_CULLING = 0x20,
VIEW_FRUSTUM_CULLING = 0x3F,
SMALL_FEATURE_CULLING = 0x40,
ENABLE_ALL_CULLING = 0x7F
};
typedef unsigned int CullingMode;
CullVisitor();
virtual ~CullVisitor();
virtual CullVisitor* cloneType() const { return new CullVisitor(); }
virtual void reset();
virtual void apply(osg::Node&);
virtual void apply(osg::Geode& node);
virtual void apply(osg::Billboard& node);
virtual void apply(osg::LightSource& node);
virtual void apply(osg::ClipNode& node);
virtual void apply(osg::Group& node);
virtual void apply(osg::Transform& node);
virtual void apply(osg::Projection& node);
virtual void apply(osg::Switch& node);
virtual void apply(osg::LOD& node);
virtual void apply(osg::EarthSky& node);
virtual void apply(osg::Impostor& node);
void setEarthSky(const osg::EarthSky* earthSky) { _earthSky = earthSky; }
const osg::EarthSky* getEarthSky() const { return _earthSky.get(); }
void setLODBias(const float bias) { _LODBias = bias; }
const float getLODBias() const { return _LODBias; }
/** Switch the creation of Impostors on or off.
* Setting active to false forces the CullVisitor to use the Impostor
* LOD children for rendering. Setting active to true forces the
* CullVisitor to create the appropriate pre-rendering stages which
* render to the ImpostorSprite's texture.*/
void setImpostorsActive(const bool active) { _impostorActive = active; }
/** Get whether impostors are active or not. */
const bool getImpostorsActive() const { return _impostorActive; }
/** Set the impostor error threshold.
* Used in calculation of whether impostors remain valid.*/
void setImpostorPixelErrorThreshold(const float numPixels) { _impostorPixelErrorThreshold=numPixels; }
/** Get the impostor error threshold.*/
const float getImpostorPixelErrorThreshold() const { return _impostorPixelErrorThreshold; }
/** Set whether ImpsotorSprite's should be placed in a depth sorted bin for rendering.*/
void setDepthSortImpostorSprites(const bool doDepthSort) { _depthSortImpostorSprites = doDepthSort; }
/** Get whether ImpsotorSprite's are depth sorted bin for rendering.*/
const bool setDepthSortImpostorSprites() const { return _depthSortImpostorSprites; }
/** Set the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
* before being recycled.*/
void setNumberOfFrameToKeepImpostorSprites(const int numFrames) { _numFramesToKeepImpostorSprites = numFrames; }
/** Get the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
* before being recycled.*/
const int getNumberOfFrameToKeepImpostorSprites() const { return _numFramesToKeepImpostorSprites; }
enum ComputeNearFarMode
{
DO_NOT_COMPUTE_NEAR_FAR = 0,
COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES,
COMPUTE_NEAR_FAR_USING_PRIMITIVES
};
void setComputeNearFarMode(ComputeNearFarMode cnfm) { _computeNearFar=cnfm; }
ComputeNearFarMode getComputeNearFarMode() const { return _computeNearFar;}
enum TransparencySortMode {
LOOK_VECTOR_DISTANCE,
OBJECT_EYE_POINT_DISTANCE
};
void setTransparencySortMode(TransparencySortMode tsm) { _tsm = tsm; }
/** Sets the current CullingMode.*/
void setCullingMode(CullingMode mode);
/** Returns the current CullingMode.*/
CullingMode getCullingMode() const;
void setSmallFeatureCullingPixelSize(float s) { _smallFeatureCullingPixelSize=s; }
float getSmallFeatureCullingPixelSize() const { return _smallFeatureCullingPixelSize; }
void pushViewport(osg::Viewport* viewport);
void popViewport();
void pushProjectionMatrix(osg::Matrix* matrix);
void popProjectionMatrix();
void pushModelViewMatrix(osg::Matrix* matrix);
void popModelViewMatrix();
/** Push state set on the current state group.
* If the state exists in a child state group of the current
* state group then move the current state group to that child.
* Otherwise, create a new state group for the state set, add
* it to the current state group then move the current state
* group pointer to the new state group.
*/
inline void pushStateSet(const osg::StateSet* ss)
{
_currentRenderGraph = _currentRenderGraph->find_or_insert(ss);
if (ss->useRenderBinDetails())
{
_currentRenderBin = _currentRenderBin->find_or_insert(ss->getBinNumber(),ss->getBinName());
}
}
/** Pop the top state set and hence associated state group.
* Move the current state group to the parent of the popped
* state group.
*/
inline void popStateSet()
{
if (_currentRenderGraph->_stateset->useRenderBinDetails())
{
_currentRenderBin = _currentRenderBin->_parent;
}
_currentRenderGraph = _currentRenderGraph->_parent;
}
inline void setRenderGraph(RenderGraph* rg)
{
_rootRenderGraph = rg;
_currentRenderGraph = rg;
}
inline RenderGraph* getRootRenderGraph()
{
return _rootRenderGraph.get();
}
inline RenderGraph* getCurrentRenderGraph()
{
return _currentRenderGraph;
}
inline void setRenderStage(RenderStage* rg)
{
_rootRenderStage = rg;
_currentRenderBin = rg;
}
inline RenderStage* getRenderStage()
{
return _rootRenderStage.get();
}
inline RenderBin* getCurrentRenderBin()
{
return _currentRenderBin;
}
inline osg::Viewport* getViewport();
inline osg::Matrix& getModelViewMatrix();
inline osg::Matrix& getProjectionMatrix();
inline const osg::Matrix getWindowMatrix();
inline const osg::Matrix& getMVPW();
inline const osg::Vec3& getEyeLocal() const
{
return _eyePointStack.back();
}
inline const float getCalculatedNearPlane() const { return _computed_znear; }
inline const float getCalculatedFarPlane() const { return _computed_zfar; }
inline float pixelSize(const osg::Vec3& v, float const radius)
{
const osg::Matrix& mvpw = getMVPW();
if (_windowToModelFactorDirty)
{
_windowToModelFactorDirty=false;
_windowToModelFactor = osg::Vec3(mvpw(0,0),mvpw(1,0),mvpw(2,0)).length();
}
float W = v.x()*mvpw(0,3)+
v.y()*mvpw(1,3)+
v.z()*mvpw(2,3)+
mvpw(3,3);
return fabs(radius*_windowToModelFactor/W);
}
osg::ClippingVolume& getCurrentClippingVolume() { return _modelviewClippingVolumeStack.back(); }
inline bool isCulled(const osg::BoundingSphere& sp,CullingMode& mode)
{
if (!sp.isValid()) return true;
if (!(_modelviewClippingVolumeStack.back().contains(sp,mode))) return true;
if (mode&SMALL_FEATURE_CULLING)
{
if (pixelSize(sp.center(),sp.radius())<_smallFeatureCullingPixelSize) return true;
}
return false;
}
inline const bool isCulled(const osg::BoundingBox& bb,CullingMode mode)
{
if (!bb.isValid()) return true;
return !_modelviewClippingVolumeStack.back().contains(bb,mode);
}
const CullingMode getCurrentCullingMode() const { return _cullingModeStack.back(); }
void updateCalculatedNearFar(const osg::Matrix& matrix,const osg::Drawable& drawable) { updateCalculatedNearFar(matrix,drawable.getBound()); }
void updateCalculatedNearFar(const osg::Matrix& matrix,const osg::BoundingBox& bb);
void updateCalculatedNearFar(const osg::Vec3& pos);
/** Add a drawable to current render graph.*/
inline void addDrawable(osg::Drawable* drawable,osg::Matrix* matrix);
/** Add a drawable and depth to current render graph.*/
inline void addDrawableAndDepth(osg::Drawable* drawable,osg::Matrix* matrix,const float depth);
/** Add an attribute which is positioned related to the modelview matrix.*/
inline void addPositionedAttribute(osg::Matrix* matrix,const osg::StateAttribute* attr);
protected:
/** prevent unwanted copy construction.*/
CullVisitor(const CullVisitor&):osg::NodeVisitor() {}
/** prevent unwanted copy operator.*/
CullVisitor& operator = (const CullVisitor&) { return *this; }
inline void handle_cull_callbacks_and_traverse(osg::Node& node)
{
osg::NodeCallback* callback = node.getCullCallback();
if (callback) (*callback)(&node,this);
else traverse(node);
}
inline void handle_cull_callbacks_and_accept(osg::Node& node,osg::Node* acceptNode)
{
osg::NodeCallback* callback = node.getCullCallback();
if (callback) (*callback)(&node,this);
else acceptNode->accept(*this);
}
inline const osg::Vec3 getUpLocal() const
{
const osg::Matrix& matrix = *_modelviewStack.back();
return osg::Vec3(matrix(0,1),matrix(1,1),matrix(2,1));
}
inline const osg::Vec3 getLookVectorLocal() const
{
const osg::Matrix& matrix = *_modelviewStack.back();
return osg::Vec3(-matrix(0,2),-matrix(1,2),-matrix(2,2));
}
/** create an impostor sprite by setting up a pre-rendering stage
* to generate the impostor texture. */
osg::ImpostorSprite* createImpostorSprite(osg::Impostor& node);
void pushClippingVolume();
void popClippingVolume();
// typedef std::vector<osg::ClippingVolume> ClippingVolumeStack;
// typedef std::vector<osg::ref_ptr<osg::Matrix> > MatrixStack;
typedef osg::fast_back_stack<osg::ClippingVolume> ClippingVolumeStack;
typedef osg::fast_back_stack< osg::ref_ptr<osg::Matrix> > MatrixStack;
MatrixStack _projectionStack;
MatrixStack _PW_Stack;
ClippingVolumeStack _projectionClippingVolumeStack;
MatrixStack _modelviewStack;
MatrixStack _MVPW_Stack;
ClippingVolumeStack _modelviewClippingVolumeStack;
bool _windowToModelFactorDirty;
float _windowToModelFactor;
// typedef std::vector<osg::ref_ptr<osg::Viewport> > ViewportStack;
typedef osg::fast_back_stack<osg::ref_ptr<osg::Viewport> > ViewportStack;
ViewportStack _viewportStack;
// typedef std::vector<osg::Vec3> EyePointStack;
typedef osg::fast_back_stack<osg::Vec3> EyePointStack;
EyePointStack _eyePointStack;
typedef osg::fast_back_stack<CullingMode> CullingModeStack;
CullingModeStack _cullingModeStack;
unsigned int _bbCornerNear;
unsigned int _bbCornerFar;
osg::Matrix _identity;
osg::ref_ptr<RenderGraph> _rootRenderGraph;
RenderGraph* _currentRenderGraph;
osg::ref_ptr<RenderStage> _rootRenderStage;
RenderBin* _currentRenderBin;
float _LODBias;
float _smallFeatureCullingPixelSize;
ComputeNearFarMode _computeNearFar;
float _computed_znear;
float _computed_zfar;
osg::ref_ptr<const osg::EarthSky> _earthSky;
TransparencySortMode _tsm;
bool _impostorActive;
bool _depthSortImpostorSprites;
float _impostorPixelErrorThreshold;
int _numFramesToKeepImpostorSprites;
typedef std::vector< osg::ref_ptr<osg::Matrix> > MatrixList;
MatrixList _reuseMatrixList;
unsigned int _currentReuseMatrixIndex;
inline osg::Matrix* createOrReuseMatrix(const osg::Matrix& value);
typedef std::vector< osg::ref_ptr<RenderLeaf> > RenderLeafList;
RenderLeafList _reuseRenderLeafList;
unsigned int _currentReuseRenderLeafIndex;
inline RenderLeaf* createOrReuseRenderLeaf(osg::Drawable* drawable,osg::Matrix* projection,osg::Matrix* matrix, float depth=0.0f);
osg::ref_ptr<osg::ImpostorSpriteManager> _impostorSpriteManager;
};
inline osg::Viewport* CullVisitor::getViewport()
{
if (!_viewportStack.empty())
{
return _viewportStack.back().get();
}
else
{
return 0L;
}
}
inline osg::Matrix& CullVisitor::getModelViewMatrix()
{
if (!_modelviewStack.empty())
{
return *_modelviewStack.back();
}
else
{
return _identity;
}
}
inline osg::Matrix& CullVisitor::getProjectionMatrix()
{
if (!_projectionStack.empty())
{
return *_projectionStack.back();
}
else
{
return _identity;
}
}
inline const osg::Matrix CullVisitor::getWindowMatrix()
{
if (!_viewportStack.empty())
{
osg::Viewport* viewport = _viewportStack.back().get();
return viewport->computeWindowMatrix();
}
else
{
return _identity;
}
}
inline const osg::Matrix& CullVisitor::getMVPW()
{
if (!_MVPW_Stack.empty())
{
if (!_MVPW_Stack.back())
{
_MVPW_Stack.back() = createOrReuseMatrix(getModelViewMatrix());
(*_MVPW_Stack.back()) *= getProjectionMatrix();
(*_MVPW_Stack.back()) *= getWindowMatrix();
}
return *_MVPW_Stack.back();
}
else
{
return _identity;
}
}
inline void CullVisitor::addDrawable(osg::Drawable* drawable,osg::Matrix* matrix)
{
if (_currentRenderGraph->leaves_empty())
{
// this is first leaf to be added to RenderGraph
// and therefore should not already know to current render bin,
// so need to add it.
_currentRenderBin->addRenderGraph(_currentRenderGraph);
}
//_currentRenderGraph->addLeaf(new RenderLeaf(drawable,matrix));
_currentRenderGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix));
}
/** Add a drawable and depth to current render graph.*/
inline void CullVisitor::addDrawableAndDepth(osg::Drawable* drawable,osg::Matrix* matrix,const float depth)
{
if (_currentRenderGraph->leaves_empty())
{
// this is first leaf to be added to RenderGraph
// and therefore should not already know to current render bin,
// so need to add it.
_currentRenderBin->addRenderGraph(_currentRenderGraph);
}
//_currentRenderGraph->addLeaf(new RenderLeaf(drawable,matrix,depth));
_currentRenderGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix,depth));
}
/** Add an attribute which is positioned related to the modelview matrix.*/
inline void CullVisitor::addPositionedAttribute(osg::Matrix* matrix,const osg::StateAttribute* attr)
{
_currentRenderBin->_stage->addPositionedAttribute(matrix,attr);
}
inline osg::Matrix* CullVisitor::createOrReuseMatrix(const osg::Matrix& value)
{
// skip of any already reused matrix.
while (_currentReuseMatrixIndex<_reuseMatrixList.size() &&
_reuseMatrixList[_currentReuseMatrixIndex]->referenceCount()>1)
{
osg::notify(osg::NOTICE)<<"Warning:createOrReuseMatrix() skipping multiply refrenced entry."<< std::endl;
++_currentReuseMatrixIndex;
}
// if still within list, element must be singularly referenced
// there return it to be reused.
if (_currentReuseMatrixIndex<_reuseMatrixList.size())
{
osg::Matrix* matrix = _reuseMatrixList[_currentReuseMatrixIndex++].get();
matrix->set(value);
return matrix;
}
// otherwise need to create new matrix.
osg::Matrix* matrix = new osg::Matrix(value);
_reuseMatrixList.push_back(matrix);
++_currentReuseMatrixIndex;
return matrix;
}
inline RenderLeaf* CullVisitor::createOrReuseRenderLeaf(osg::Drawable* drawable,osg::Matrix* projection,osg::Matrix* matrix, float depth)
{
// skip of any already reused renderleaf.
while (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size() &&
_reuseRenderLeafList[_currentReuseRenderLeafIndex]->referenceCount()>1)
{
osg::notify(osg::NOTICE)<<"Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry."<< std::endl;
++_currentReuseRenderLeafIndex;
}
// if still within list, element must be singularly referenced
// there return it to be reused.
if (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size())
{
RenderLeaf* renderleaf = _reuseRenderLeafList[_currentReuseRenderLeafIndex++].get();
renderleaf->set(drawable,projection,matrix,depth);
return renderleaf;
}
// otherwise need to create new renderleaf.
RenderLeaf* renderleaf = new RenderLeaf(drawable,projection,matrix,depth);
_reuseRenderLeafList.push_back(renderleaf);
++_currentReuseRenderLeafIndex;
return renderleaf;
}
}
#endif