332 lines
12 KiB
Plaintext
332 lines
12 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSGUTIL_CULLVISITOR
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#define OSGUTIL_CULLVISITOR 1
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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/Impostor>
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#include <osg/EarthSky>
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#include <osg/Notify>
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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 <map>
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#include <vector>
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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 in 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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CullVisitor();
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virtual ~CullVisitor();
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virtual CullVisitor* cloneType() const { return osgNew CullVisitor(); }
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virtual void reset();
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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::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::EarthSky& node);
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virtual void apply(osg::OccluderNode& node);
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virtual void apply(osg::Impostor& node);
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void setEarthSky(const osg::EarthSky* earthSky) { _earthSky = earthSky; }
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const osg::EarthSky* getEarthSky() const { return _earthSky.get(); }
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/** Switch the creation of Impostors on or off.
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* Setting active to false forces the CullVisitor to use the Impostor
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* LOD children for rendering. Setting active to true forces the
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* CullVisitor to create the appropriate pre-rendering stages which
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* render to the ImpostorSprite's texture.*/
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void setImpostorsActive(const bool active) { _impostorActive = active; }
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/** Get whether impostors are active or not. */
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const bool getImpostorsActive() const { return _impostorActive; }
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/** Set the impostor error threshold.
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* Used in calculation of whether impostors remain valid.*/
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void setImpostorPixelErrorThreshold(const float numPixels) { _impostorPixelErrorThreshold=numPixels; }
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/** Get the impostor error threshold.*/
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const float getImpostorPixelErrorThreshold() const { return _impostorPixelErrorThreshold; }
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/** Set whether ImpsotorSprite's should be placed in a depth sorted bin for rendering.*/
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void setDepthSortImpostorSprites(const bool doDepthSort) { _depthSortImpostorSprites = doDepthSort; }
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/** Get whether ImpsotorSprite's are depth sorted bin for rendering.*/
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const bool setDepthSortImpostorSprites() const { return _depthSortImpostorSprites; }
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/** Set the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
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* before being recycled.*/
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void setNumberOfFrameToKeepImpostorSprites(const int numFrames) { _numFramesToKeepImpostorSprites = numFrames; }
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/** Get the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
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* before being recycled.*/
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const int getNumberOfFrameToKeepImpostorSprites() const { return _numFramesToKeepImpostorSprites; }
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enum ComputeNearFarMode
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{
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DO_NOT_COMPUTE_NEAR_FAR = 0,
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COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES,
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COMPUTE_NEAR_FAR_USING_PRIMITIVES
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};
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void setComputeNearFarMode(ComputeNearFarMode cnfm) { _computeNearFar=cnfm; }
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ComputeNearFarMode getComputeNearFarMode() const { return _computeNearFar;}
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enum TransparencySortMode {
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LOOK_VECTOR_DISTANCE,
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OBJECT_EYE_POINT_DISTANCE
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};
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void setTransparencySortMode(TransparencySortMode tsm) { _tsm = tsm; }
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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->_parent;
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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 const float getCalculatedNearPlane() const { return _computed_znear; }
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inline const float getCalculatedFarPlane() const { return _computed_zfar; }
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void updateCalculatedNearFar(const osg::Matrix& matrix,const osg::Drawable& drawable) { updateCalculatedNearFar(matrix,drawable.getBound()); }
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void updateCalculatedNearFar(const osg::Matrix& matrix,const osg::BoundingBox& bb);
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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::Matrix* 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::Matrix* matrix,const float depth);
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/** Add an attribute which is positioned related to the modelview matrix.*/
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inline void addPositionedAttribute(osg::Matrix* matrix,const osg::StateAttribute* attr);
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/** reimplement CullStack's popProjectionMatrix() adding clamping of the projection matrix to the computed near and far.*/
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void popProjectionMatrix();
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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 construction.*/
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CullVisitor(const CullVisitor&):osg::NodeVisitor(),osg::CullStack() {}
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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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/** create an impostor sprite by setting up a pre-rendering stage
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* to generate the impostor texture. */
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osg::ImpostorSprite* createImpostorSprite(osg::Impostor& node);
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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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ComputeNearFarMode _computeNearFar;
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float _computed_znear;
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float _computed_zfar;
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osg::ref_ptr<const osg::EarthSky> _earthSky;
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TransparencySortMode _tsm;
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bool _impostorActive;
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bool _depthSortImpostorSprites;
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float _impostorPixelErrorThreshold;
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int _numFramesToKeepImpostorSprites;
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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::Matrix* projection,osg::Matrix* matrix, float depth=0.0f);
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osg::ref_ptr<osg::ImpostorSpriteManager> _impostorSpriteManager;
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osg::ref_ptr<osg::State> _state;
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};
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inline void CullVisitor::addDrawable(osg::Drawable* drawable,osg::Matrix* 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::Matrix* matrix,const 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 related to the modelview matrix.*/
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inline void CullVisitor::addPositionedAttribute(osg::Matrix* matrix,const osg::StateAttribute* attr)
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{
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_currentRenderBin->_stage->addPositionedAttribute(matrix,attr);
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}
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inline RenderLeaf* CullVisitor::createOrReuseRenderLeaf(osg::Drawable* drawable,osg::Matrix* projection,osg::Matrix* matrix, float depth)
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{
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// skip of 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
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// there 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 = osgNew 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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