acf256c466
change in osg::Billboard. Removed in instance of an object being passed () brackets, have removed the brackets to avoid an amiguity with the compiler intepreting it as a function.
417 lines
13 KiB
C++
417 lines
13 KiB
C++
#include <osgUtil/SceneView>
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#include <osgUtil/AppVisitor>
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#include <osgUtil/DisplayListVisitor>
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#include <osg/Notify>
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#include <osg/Texture>
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#include <osg/AlphaFunc>
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#include <osg/TexEnv>
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#include <osg/ColorMatrix>
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#include <osg/GLU>
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using namespace osg;
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using namespace osgUtil;
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SceneView::SceneView(DisplaySettings* ds)
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{
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_displaySettings = ds;
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_calc_nearfar = true;
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_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
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_near_plane = 1.0f;
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_far_plane = 1.0f;
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_lodBias = 1.0f;
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_lightingMode=HEADLIGHT;
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_prioritizeTextures = false;
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_viewport = new Viewport;
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_initCalled = false;
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}
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SceneView::~SceneView()
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{
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}
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void SceneView::setDefaults()
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{
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_globalState = new osg::StateSet;
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_lightingMode=HEADLIGHT;
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_light = new osg::Light;
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_light->setLightNum(0);
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_light->setAmbient(Vec4(0.00f,0.0f,0.00f,1.0f));
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_light->setDiffuse(Vec4(0.8f,0.8f,0.8f,1.0f));
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_light->setSpecular(Vec4(1.0f,1.0f,1.0f,1.0f));
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_state = new State;
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_camera = new Camera(_displaySettings.get());
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_rendergraph = new RenderGraph;
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_renderStage = new RenderStage;
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DisplayListVisitor* dlv = new DisplayListVisitor();
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dlv->setState(_state.get());
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_initVisitor = dlv;
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_appVisitor = new AppVisitor;
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_cullVisitor = new CullVisitor;
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_cullVisitor->setRenderGraph(_rendergraph.get());
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_cullVisitor->setRenderStage(_renderStage.get());
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_globalState->setGlobalDefaults();
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// enable lighting by default.
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_globalState->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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_light->setStateSetModes(*_globalState,osg::StateAttribute::ON);
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// enable depth testing by default.
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_globalState->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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// set up an alphafunc by default to speed up blending operations.
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osg::AlphaFunc* alphafunc = new osg::AlphaFunc;
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alphafunc->setFunction(osg::AlphaFunc::GREATER,0.0f);
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_globalState->setAttributeAndModes(alphafunc, osg::StateAttribute::ON);
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// set up an alphafunc by default to speed up blending operations.
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osg::TexEnv* texenv = new osg::TexEnv;
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texenv->setMode(osg::TexEnv::MODULATE);
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_globalState->setAttributeAndModes(texenv, osg::StateAttribute::ON);
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_backgroundColor.set(0.2f, 0.2f, 0.4f, 1.0f);
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}
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void SceneView::init()
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{
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_initCalled = true;
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if (_sceneData.valid() && _initVisitor.valid())
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{
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_initVisitor->reset();
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_initVisitor->setFrameStamp(_frameStamp.get());
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if (_frameStamp.valid())
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{
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_initVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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_sceneData->accept(*_initVisitor.get());
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}
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}
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void SceneView::app()
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{
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if (!_initCalled) init();
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if (_sceneData.valid() && _appVisitor.valid())
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{
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_appVisitor->reset();
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_appVisitor->setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
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if (_frameStamp.valid())
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{
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_appVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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_sceneData->accept(*_appVisitor.get());
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}
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}
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void SceneView::cull()
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{
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if (!_sceneData || !_viewport->valid()) return;
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if (!_initCalled) init();
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_camera->adjustAspectRatio(_viewport->aspectRatio());
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_rendergraph->clean();
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_cullVisitor->reset();
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_cullVisitor->setFrameStamp(_frameStamp.get());
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// use the frame number for the traversal number.
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if (_frameStamp.valid())
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{
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_cullVisitor->setTraversalNumber(_frameStamp->getFrameNumber());
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}
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// comment out reset of rendergraph since clean is more efficient.
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// _rendergraph->reset();
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// use clean of the rendergraph rather than reset, as it is able to
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// reuse the structure on the rendergraph in the next frame. This
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// achieves a certain amount of frame cohereancy of memory allocation.
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_cullVisitor->setLODBias(_lodBias);
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_cullVisitor->setCamera(*_camera);
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_cullVisitor->setViewport(_viewport.get());
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_cullVisitor->setEarthSky(NULL); // reset earth sky on each frame.
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// SandB
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//now make it compute "clipping directions" needed for detailed culling
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if(_cullVisitor->getDetailedCulling())
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_cullVisitor->calcClippingDirections();//only once pre frame
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_renderStage->reset();
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_renderStage->setViewport(_viewport.get());
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_renderStage->setCamera(_camera.get());
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_renderStage->setClearColor(_backgroundColor);
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_renderStage->setLight(_light.get());
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switch(_lightingMode)
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{
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case(HEADLIGHT):
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_renderStage->setLightingMode(RenderStageLighting::HEADLIGHT);
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break;
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case(SKY_LIGHT):
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_renderStage->setLightingMode(RenderStageLighting::SKY_LIGHT);
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break;
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case(NO_SCENEVIEW_LIGHT):
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_renderStage->setLightingMode(RenderStageLighting::NO_SCENEVIEW_LIGHT);
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break;
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}
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if (_globalState.valid()) _cullVisitor->pushStateSet(_globalState.get());
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// traverse the scene graph to generate the rendergraph.
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_sceneData->accept(*_cullVisitor);
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if (_globalState.valid()) _cullVisitor->popStateSet();
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// do any state sorting required.
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_renderStage->sort();
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const osg::EarthSky* earthSky = _cullVisitor->getEarthSky();
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if (earthSky)
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{
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if (earthSky->getRequiresClear())
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{
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_renderStage->setClearColor(earthSky->getClearColor());
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_renderStage->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// really should set clear mask here, but what to? Need
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// to consider the stencil and accumulation buffers..
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// will defer to later. Robert Osfield. October 2001.
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}
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else
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{
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// we have an earth sky implementation to do the work for use
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// so we don't need to clear.
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_renderStage->setClearMask(0);
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}
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}
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// prune out any empty RenderGraph children.
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// note, this would be not required if the _renderGraph had been
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// reset at the start of each frame (see top of this method) but
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// a clean has been used instead to try to minimize the amount of
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// allocation and deleteing of the RenderGraph nodes.
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_rendergraph->prune();
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if (_calc_nearfar)
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{
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_near_plane = _cullVisitor->getCalculatedNearPlane();
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_far_plane = _cullVisitor->getCalculatedFarPlane();
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if (_near_plane<=_far_plane)
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{
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// shift the far plane slight further away from the eye point.
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// and shift the near plane slightly near the eye point, this
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// will give a little space betwenn the near and far planes
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// and the model, crucial when the naer and far planes are
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// coincedent.
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_far_plane *= 1.05;
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_near_plane *= 0.95;
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// if required clamp the near plane to prevent negative or near zero
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// near planes.
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if(!_cullVisitor->getDetailedCulling())
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{
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float min_near_plane = _far_plane*0.0005f;
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if (_near_plane<min_near_plane) _near_plane=min_near_plane;
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}
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}
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else
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{
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_near_plane = 1.0f;
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_far_plane = 1000.0f;
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}
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_camera->setNearFar(_near_plane,_far_plane);
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}
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}
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void SceneView::draw()
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{
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if (!_sceneData || !_viewport->valid()) return;
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if (!_state)
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{
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osg::notify(osg::WARN) << "Warning: no valid osgUtil::SceneView::_state"<< std::endl;
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osg::notify(osg::WARN) << " creating a state automatically."<< std::endl;
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// note the constructor for osg::State will set ContextID to 0.
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_state = new osg::State;
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}
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// we in theory should be able to
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_state->reset();
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_state->setFrameStamp(_frameStamp.get());
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_state->setDisplaySettings(_displaySettings.get());
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// note, to support multi-pipe systems the deletion of OpenGL display list
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// and texture objects is deferred until the OpenGL context is the correct
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// context for when the object were originally created. Here we know what
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// context we are in so can flush the appropriate caches.
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osg::Drawable::flushDeletedDisplayLists(_state->getContextID());
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osg::Texture::flushDeletedTextureObjects(_state->getContextID());
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RenderLeaf* previous = NULL;
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if (_displaySettings.valid() && _displaySettings->getStereo())
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{
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_camera->setScreenDistance(_displaySettings->getScreenDistance());
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switch(_displaySettings->getStereoMode())
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{
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case(osg::DisplaySettings::QUAD_BUFFER):
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = _displaySettings->getEyeSeperation();
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f));
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f));
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glDrawBuffer(GL_BACK_LEFT);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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glDrawBuffer(GL_BACK_RIGHT);
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_renderStage->setCamera(right_camera.get());
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_renderStage->_stageDrawnThisFrame = false;
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_renderStage->draw(*_state,previous);
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}
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break;
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case(osg::DisplaySettings::ANAGLYPHIC):
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = _displaySettings->getEyeSeperation();
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f));
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f));
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osg::ColorMask* red = new osg::ColorMask;
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osg::ColorMask* green = new osg::ColorMask;
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red->setMask(true,false,false,true);
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green->setMask(false,true,true,true);
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// draw right eye.
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_globalState->setAttribute(red);
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_renderStage->setColorMask(red);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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// need to tell the rendering stage that it can be
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// called again in this frame.
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_renderStage->_stageDrawnThisFrame = false;
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// draw left eye.
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_globalState->setAttribute(green);
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_renderStage->setColorMask(green);
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_renderStage->setCamera(right_camera.get());
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_renderStage->draw(*_state,previous);
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}
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break;
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default:
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{
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osg::notify(osg::NOTICE)<<"Warning: stereo camera mode not implemented yet."<< std::endl;
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_renderStage->draw(*_state,previous);
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}
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break;
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}
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}
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else
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{
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// bog standard draw.
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_renderStage->draw(*_state,previous);
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}
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GLenum errorNo = glGetError();
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if (errorNo!=GL_NO_ERROR)
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{
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osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"'"<< std::endl;
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}
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}
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/** Calculate, via glUnProject, the object coordinates of a window point.
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Note, current implementation requires that SceneView::draw() has been previously called
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for projectWindowIntoObject to produce valid values. As per OpenGL
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windows coordinates are calculated relative to the bottom left of the window.*/
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bool SceneView::projectWindowIntoObject(const osg::Vec3& window,osg::Vec3& object) const
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{
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return _camera->unproject(window,*_viewport,object);
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}
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/** Calculate, via glUnProject, the object coordinates of a window x,y
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when projected onto the near and far planes.
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Note, current implementation requires that SceneView::draw() has been previously called
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for projectWindowIntoObject to produce valid values. As per OpenGL
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windows coordinates are calculated relative to the bottom left of the window.*/
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bool SceneView::projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const
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{
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bool result_near = _camera->unproject(Vec3(x,y,0.0f),*_viewport,near_point);
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bool result_far = _camera->unproject(Vec3(x,y,1.0f),*_viewport,far_point);
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return result_near & result_far;
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}
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/** Calculate, via glProject, the object coordinates of a window.
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Note, current implementation requires that SceneView::draw() has been previously called
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for projectWindowIntoObject to produce valid values. As per OpenGL
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windows coordinates are calculated relative to the bottom left of the window.*/
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bool SceneView::projectObjectIntoWindow(const osg::Vec3& object,osg::Vec3& window) const
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{
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return _camera->project(object,*_viewport,window);
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}
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