OpenSceneGraph/include/osgUtil/CullVisitor
Robert Osfield c2b4a05825 Minor fixes to ReaderWriter and Paragraph to help work with use of Doxygen.
Fix to CullVisior to handle the new no referenced counted cull and draw traversal.
2003-02-10 13:58:39 +00:00

337 lines
13 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* 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.
*/
#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/ClearNode>
#include <osg/Notify>
#include <osg/Notify>
#include <osg/CullStack>
#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 osg::CullStack
{
public:
CullVisitor();
virtual ~CullVisitor();
virtual CullVisitor* cloneType() const { return new CullVisitor(); }
virtual void reset();
virtual osg::Vec3 getEyePoint() const { return getEyeLocal(); }
virtual float getDistanceToEyePoint(const osg::Vec3& pos, bool withLODScale) const;
virtual float getDistanceFromEyePoint(const osg::Vec3& pos, bool withLODScale) const;
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::ClearNode& node);
virtual void apply(osg::OccluderNode& node);
virtual void apply(osg::Impostor& node);
void setClearNode(const osg::ClearNode* earthSky) { _clearNode = earthSky; }
const osg::ClearNode* getClearNode() const { return _clearNode.get(); }
/** 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(bool active) { _impostorActive = active; }
/** Get whether impostors are active or not. */
bool getImpostorsActive() const { return _impostorActive; }
/** Set the impostor error threshold.
* Used in calculation of whether impostors remain valid.*/
void setImpostorPixelErrorThreshold(float numPixels) { _impostorPixelErrorThreshold=numPixels; }
/** Get the impostor error threshold.*/
float getImpostorPixelErrorThreshold() const { return _impostorPixelErrorThreshold; }
/** Set whether ImpsotorSprite's should be placed in a depth sorted bin for rendering.*/
void setDepthSortImpostorSprites(bool doDepthSort) { _depthSortImpostorSprites = doDepthSort; }
/** Get whether ImpsotorSprite's are depth sorted bin for rendering.*/
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(int numFrames) { _numFramesToKeepImpostorSprites = numFrames; }
/** Get the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
* before being recycled.*/
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;}
/** 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 void setCurrentRenderBin(RenderBin* rb)
{
_currentRenderBin = rb;
}
inline float getCalculatedNearPlane() const { return _computed_znear; }
inline float getCalculatedFarPlane() const { return _computed_zfar; }
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::RefMatrix* matrix);
/** Add a drawable and depth to current render graph.*/
inline void addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth);
/** Add an attribute which is positioned related to the modelview matrix.*/
inline void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr);
/** reimplement CullStack's popProjectionMatrix() adding clamping of the projection matrix to the computed near and far.*/
virtual void popProjectionMatrix();
void setState(osg::State* state) { _state = state; }
osg::State* getState() { return _state.get(); }
const osg::State* getState() const { return _state.get(); }
protected:
/** prevent unwanted copy construction.*/
CullVisitor(const CullVisitor&):osg::NodeVisitor(),osg::CullStack() {}
/** 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);
}
/** create an impostor sprite by setting up a pre-rendering stage
* to generate the impostor texture. */
osg::ImpostorSprite* createImpostorSprite(osg::Impostor& node);
osg::ref_ptr<RenderGraph> _rootRenderGraph;
RenderGraph* _currentRenderGraph;
osg::ref_ptr<RenderStage> _rootRenderStage;
RenderBin* _currentRenderBin;
osg::ref_ptr<osg::StateSet> _localPreRenderState;
ComputeNearFarMode _computeNearFar;
float _computed_znear;
float _computed_zfar;
osg::ref_ptr<const osg::ClearNode> _clearNode;
bool _impostorActive;
bool _depthSortImpostorSprites;
float _impostorPixelErrorThreshold;
int _numFramesToKeepImpostorSprites;
typedef std::vector< osg::ref_ptr<RenderLeaf> > RenderLeafList;
RenderLeafList _reuseRenderLeafList;
unsigned int _currentReuseRenderLeafIndex;
inline RenderLeaf* createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth=0.0f);
osg::ref_ptr<osg::ImpostorSpriteManager> _impostorSpriteManager;
osg::ref_ptr<osg::State> _state;
};
inline void CullVisitor::addDrawable(osg::Drawable* drawable,osg::RefMatrix* 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::RefMatrix* matrix,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::RefMatrix* matrix,const osg::StateAttribute* attr)
{
_currentRenderBin->_stage->addPositionedAttribute(matrix,attr);
}
inline RenderLeaf* CullVisitor::createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* 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