OpenSceneGraph/src/osg/CullingSet.cpp

100 lines
3.7 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*/
#include <osg/CullingSet>
using namespace osg;
CullingSet::CullingSet()
{
_mask = ENABLE_ALL_CULLING;
_pixelSizeVector.set(0,0,0,1);
_smallFeatureCullingPixelSize=1.0f;
}
CullingSet::~CullingSet()
{
}
void CullingSet::disableAndPushOccludersCurrentMask(NodePath& nodePath)
{
for(OccluderList::iterator itr=_occluderList.begin();
itr!=_occluderList.end();
++itr)
{
//std::cout<<" checking against ";PrintNodePath(itr->getNodePath());std::cout<<std::endl;
if (itr->getNodePath()==nodePath)
{
//std::cout<<" ++ disabling occluder "<<itr<<std::endl;
// we have trapped for the case an occlude potentially occluding itself,
// to prevent this we disable the results mask so that no subsequnt
// when the next pushCurrentMask calls happens this occluder is switched off.
itr->disableResultMasks();
itr->pushCurrentMask();
}
}
}
void CullingSet::popOccludersCurrentMask(NodePath& nodePath)
{
//std::cout<<" trying to pop occluder ";PrintNodePath(nodePath);std::cout<<std::endl;
for(OccluderList::iterator itr=_occluderList.begin();
itr!=_occluderList.end();
++itr)
{
//std::cout<<" checking against ";PrintNodePath(itr->getNodePath());std::cout<<std::endl;
if (itr->getNodePath()==nodePath)
{
//std::cout<<" popping occluder "<<itr<<std::endl;
// we have trapped for the case an occlude potentially occluding itself,
// to prevent this we disable the results mask so that no subsequent
// when the next pushCurrentMask calls happens this occluder is switched off.
itr->popCurrentMask();
}
}
}
osg::Vec4 CullingSet::computePixelSizeVector(const Viewport& W, const Matrix& P, const Matrix& M)
{
// pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix.
// here we do it in short hand with the knowledge of how the window matrix is formed
// note P23,P33 are multiplied by an implicit 1 which would come from the window matrix.
// Robert Osfield, June 2002.
// scaling for horizontal pixels
float P00 = P(0,0)*W.width()*0.5f;
float P20_00 = P(2,0)*W.width()*0.5f + P(2,3)*W.width()*0.5f;
osg::Vec3 scale_00(M(0,0)*P00 + M(0,2)*P20_00,
M(1,0)*P00 + M(1,2)*P20_00,
M(2,0)*P00 + M(2,2)*P20_00);
// scaling for vertical pixels
float P10 = P(1,1)*W.height()*0.5f;
float P20_10 = P(2,1)*W.height()*0.5f + P(2,3)*W.height()*0.5f;
osg::Vec3 scale_10(M(0,1)*P10 + M(0,2)*P20_10,
M(1,1)*P10 + M(1,2)*P20_10,
M(2,1)*P10 + M(2,2)*P20_10);
float P23 = P(2,3);
float P33 = P(3,3);
osg::Vec4 pixelSizeVector(M(0,2)*P23,
M(1,2)*P23,
M(2,2)*P23,
M(3,2)*P23 + M(3,3)*P33);
float scaleRatio = 0.7071067811f/sqrtf(scale_00.length2()+scale_10.length2());
pixelSizeVector *= scaleRatio;
return pixelSizeVector;
}