Build boundingvolumes in the model loading phase.

Modified Files:
	ModelRegistry.hxx ModelRegistry.cxx
Added Files:
	BoundingVolumeBuildVisitor.hxx
This commit is contained in:
frohlich 2009-03-01 15:40:22 +00:00 committed by Tim Moore
parent 0c1d96b749
commit 34fe42bbd9
3 changed files with 533 additions and 4 deletions

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@ -0,0 +1,511 @@
// Copyright (C) 2008 - 2009 Mathias Froehlich - Mathias.Froehlich@web.de
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// 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 GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifndef SimGear_BoundingVolumeBuildVisitor_hxx
#define SimGear_BoundingVolumeBuildVisitor_hxx
#include <osg/Camera>
#include <osg/Drawable>
#include <osg/Geode>
#include <osg/Group>
#include <osg/MatrixTransform>
#include <osg/PagedLOD>
#include <osg/Transform>
#include <osg/TriangleFunctor>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/math/SGGeometry.hxx>
#include <simgear/scene/bvh/BVHStaticGeometryBuilder.hxx>
namespace simgear {
class BoundingVolumeBuildVisitor : public osg::NodeVisitor {
public:
class PFunctor : public osg::PrimitiveFunctor {
public:
PFunctor() :
_modeCache(0)
{
_geometryBuilder = new BVHStaticGeometryBuilder;
}
virtual ~PFunctor()
{ }
virtual void setVertexArray(unsigned int count, const osg::Vec2* vertices)
{
_vertices.resize(count);
for (unsigned i = 0; i < count; ++i)
_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], 0);
}
virtual void setVertexArray(unsigned int count, const osg::Vec3* vertices)
{
_vertices.resize(count);
for (unsigned i = 0; i < count; ++i)
_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], vertices[i][2]);
}
virtual void setVertexArray(unsigned int count, const osg::Vec4* vertices)
{
_vertices.resize(count);
for (unsigned i = 0; i < count; ++i)
_vertices[i] = SGVec3f(vertices[i][0]/vertices[i][3],
vertices[i][1]/vertices[i][3],
vertices[i][2]/vertices[i][3]);
}
virtual void setVertexArray(unsigned int count, const osg::Vec2d* vertices)
{
_vertices.resize(count);
for (unsigned i = 0; i < count; ++i)
_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], 0);
}
virtual void setVertexArray(unsigned int count, const osg::Vec3d* vertices)
{
_vertices.resize(count);
for (unsigned i = 0; i < count; ++i)
_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], vertices[i][2]);
}
virtual void setVertexArray(unsigned int count, const osg::Vec4d* vertices)
{
_vertices.resize(count);
for (unsigned i = 0; i < count; ++i)
_vertices[i] = SGVec3f(vertices[i][0]/vertices[i][3],
vertices[i][1]/vertices[i][3],
vertices[i][2]/vertices[i][3]);
}
virtual void drawArrays(GLenum mode, GLint first, GLsizei count)
{
if (_vertices.empty() || count==0)
return;
switch(mode) {
case (GL_TRIANGLES):
for (GLsizei i = first; i < first + count; i += 3) {
addTriangle(i, i + 1, i + 2);
}
break;
case (GL_TRIANGLE_STRIP):
for (GLsizei i = 0; i < count; i += 3) {
if (i%2)
addTriangle(first + i, first + i + 2, first + i + 1);
else
addTriangle(first + i, first + i + 1, first + i + 2);
}
break;
case (GL_QUADS):
for (GLsizei i = first; i < first + count; i += 4) {
addQuad(i, i + 1, i + 2, i + 3);
}
break;
case (GL_QUAD_STRIP):
for (GLsizei i = 0; i < count - 2; i += 2) {
if (i%4)
addQuad(first + i + 1, first + i, i + 3, first + i + 2);
else
addQuad(first + i, first + i + 1, first + i + 2, first + i + 3);
}
break;
case (GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case (GL_TRIANGLE_FAN):
for (GLsizei i = first + 2; i < first + count; ++i) {
addTriangle(first, i - 1, i);
}
break;
case (GL_POINTS):
for (GLsizei i = 0; i < count; ++i) {
addPoint(first + i);
}
break;
case (GL_LINES):
for (GLsizei i = first; i < first + count; i += 2) {
addLine(i, i + 1);
}
break;
case (GL_LINE_STRIP):
for (GLsizei i = first; i < first + count; ++i) {
addLine(i, i + 1);
}
break;
case (GL_LINE_LOOP):
for (GLsizei i = first; i < first + count; ++i) {
addLine(i, i + 1);
}
addLine(first + count - 1, first);
break;
default:
break;
}
}
virtual void drawElements(GLenum mode, GLsizei count, const GLubyte* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void drawElements(GLenum mode, GLsizei count, const GLushort* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void drawElements(GLenum mode, GLsizei count, const GLuint* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void begin(GLenum mode)
{
_modeCache = mode;
_vertices.resize(0);
}
virtual void vertex(const osg::Vec2& v)
{
_vertices.push_back(SGVec3f(v[0], v[1], 0));
}
virtual void vertex(const osg::Vec3& v)
{
_vertices.push_back(SGVec3f(v[0], v[1], v[2]));
}
virtual void vertex(const osg::Vec4& v)
{
_vertices.push_back(SGVec3f(v[0]/v[3], v[1]/v[3], v[2]/v[3]));
}
virtual void vertex(float x, float y)
{
_vertices.push_back(SGVec3f(x, y, 0));
}
virtual void vertex(float x, float y, float z)
{
_vertices.push_back(SGVec3f(x, y, z));
}
virtual void vertex(float x, float y, float z, float w)
{
_vertices.push_back(SGVec3f(x/w, y/w, z/w));
}
virtual void end()
{
if (_vertices.empty())
return;
drawArrays(_modeCache, 0, _vertices.size());
}
template<typename index_type>
void drawElementsTemplate(GLenum mode, GLsizei count,
const index_type* indices)
{
if (_vertices.empty() || indices == 0 || count == 0)
return;
switch(mode) {
case (GL_TRIANGLES):
for (GLsizei i = 0; i < count; i += 3) {
addTriangle(indices[i], indices[i + 1], indices[i + 2]);
}
break;
case (GL_TRIANGLE_STRIP):
for (GLsizei i = 2; i < count; ++i) {
if (i%2)
addTriangle(indices[i - 2], indices[i], indices[i - 1]);
else
addTriangle(indices[i - 2], indices[i - 1], indices[i]);
}
break;
case (GL_QUADS):
for (GLsizei i = 0; i < count; i += 4) {
addQuad(indices[i], indices[i + 1], indices[i + 2], indices[i + 3]);
}
break;
case (GL_QUAD_STRIP):
for (GLsizei i = 3; i < count; i += 2) {
if (i%4)
addQuad(indices[i - 2], indices[i - 3], indices[i], indices[i - 1]);
else
addQuad(indices[i - 3], indices[i - 2], indices[i - 1], indices[i]);
}
break;
case (GL_POLYGON):
case (GL_TRIANGLE_FAN):
for (GLsizei i = 2; i < count; ++i) {
addTriangle(indices[0], indices[i - 1], indices[i]);
}
break;
case (GL_POINTS):
for(GLsizei i = 0; i < count; ++i) {
addPoint(indices[i]);
}
break;
case (GL_LINES):
for (GLsizei i = 0; i < count; i += 2) {
addLine(indices[i], indices[i + 1]);
}
break;
case (GL_LINE_STRIP):
for (GLsizei i = 0; i < count; ++i) {
addLine(indices[i], indices[i + 1]);
}
break;
case (GL_LINE_LOOP):
for (GLsizei i = 0; i < count; ++i) {
addLine(indices[i], indices[i + 1]);
}
addLine(indices[count - 1], indices[0]);
break;
default:
break;
}
}
void addPoint(unsigned i1)
{
addPoint(_vertices[i1]);
}
void addLine(unsigned i1, unsigned i2)
{
addLine(_vertices[i1], _vertices[i2]);
}
void addTriangle(unsigned i1, unsigned i2, unsigned i3)
{
addTriangle(_vertices[i1], _vertices[i2], _vertices[i3]);
}
void addQuad(unsigned i1, unsigned i2, unsigned i3, unsigned i4)
{
addQuad(_vertices[i1], _vertices[i2], _vertices[i3], _vertices[i4]);
}
void addPoint(const SGVec3f& v1)
{
}
void addLine(const SGVec3f& v1, const SGVec3f& v2)
{
}
void addTriangle(const SGVec3f& v1, const SGVec3f& v2, const SGVec3f& v3)
{
_geometryBuilder->addTriangle(v1, v2, v3);
}
void addQuad(const SGVec3f& v1, const SGVec3f& v2,
const SGVec3f& v3, const SGVec3f& v4)
{
_geometryBuilder->addTriangle(v1, v2, v3);
_geometryBuilder->addTriangle(v1, v3, v4);
}
BVHNode* buildTreeAndClear()
{
BVHNode* bvNode = _geometryBuilder->buildTree();
_geometryBuilder = new BVHStaticGeometryBuilder;
_vertices.clear();
return bvNode;
}
void swap(PFunctor& primitiveFunctor)
{
_vertices.swap(primitiveFunctor._vertices);
std::swap(_modeCache, primitiveFunctor._modeCache);
std::swap(_geometryBuilder, primitiveFunctor._geometryBuilder);
}
void setCurrentMaterial(const SGMaterial* material)
{
_geometryBuilder->setCurrentMaterial(material);
}
const SGMaterial* getCurrentMaterial() const
{
return _geometryBuilder->getCurrentMaterial();
}
std::vector<SGVec3f> _vertices;
GLenum _modeCache;
SGSharedPtr<BVHStaticGeometryBuilder> _geometryBuilder;
};
// class PrimitiveIndexFunctor
// {
// public:
// virtual ~PrimitiveIndexFunctor() {}
// virtual void setVertexArray(unsigned int count,const Vec2* vertices) = 0;
// virtual void setVertexArray(unsigned int count,const Vec3* vertices) = 0;
// virtual void setVertexArray(unsigned int count,const Vec4* vertices) = 0;
// virtual void setVertexArray(unsigned int count,const Vec2d* vertices) = 0;
// virtual void setVertexArray(unsigned int count,const Vec3d* vertices) = 0;
// virtual void setVertexArray(unsigned int count,const Vec4d* vertices) = 0;
// virtual void drawArrays(GLenum mode,GLint first,GLsizei count) = 0;
// virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices) = 0;
// virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices) = 0;
// virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices) = 0;
// virtual void begin(GLenum mode) = 0;
// virtual void vertex(unsigned int pos) = 0;
// virtual void end() = 0;
// };
BoundingVolumeBuildVisitor() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
{
setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
}
~BoundingVolumeBuildVisitor()
{
}
const SGMaterial* pushMaterial(osg::StateSet* stateSet)
{
const SGMaterial* oldMaterial = _primitiveFunctor.getCurrentMaterial();
const SGMaterial* material = SGMaterialLib::findMaterial(stateSet);
if (material)
_primitiveFunctor.setCurrentMaterial(material);
return oldMaterial;
}
void fillWith(osg::Drawable* drawable)
{
const SGMaterial* oldMaterial = pushMaterial(drawable->getStateSet());
drawable->accept(_primitiveFunctor);
_primitiveFunctor.setCurrentMaterial(oldMaterial);
}
virtual void apply(osg::Geode& geode)
{
const SGMaterial* oldMaterial = pushMaterial(geode.getStateSet());
if (!hasBoundingVolumeTree(geode))
for(unsigned i = 0; i < geode.getNumDrawables(); ++i)
fillWith(geode.getDrawable(i));
// Flush the bounding volume tree if we reached the topmost group
if (getNodePath().size() <= 1)
addBoundingVolumeTreeToNode(geode);
_primitiveFunctor.setCurrentMaterial(oldMaterial);
}
virtual void apply(osg::Group& group)
{
// Note that we do not need to push the already collected list of
// primitives, since we are now in the topmost node ...
const SGMaterial* oldMaterial = pushMaterial(group.getStateSet());
if (!hasBoundingVolumeTree(group))
traverse(group);
// Flush the bounding volume tree if we reached the topmost group
if (getNodePath().size() <= 1)
addBoundingVolumeTreeToNode(group);
_primitiveFunctor.setCurrentMaterial(oldMaterial);
}
virtual void apply(osg::Transform& transform)
{
// push the current active primitive list
PFunctor previousPrimitives;
_primitiveFunctor.swap(previousPrimitives);
const SGMaterial* oldMaterial = pushMaterial(transform.getStateSet());
// walk the children
if (!hasBoundingVolumeTree(transform))
traverse(transform);
// We know whenever we see a transform, we need to flush the
// collected bounding volume tree since these transforms are not
// handled by the plain leafs.
addBoundingVolumeTreeToNode(transform);
_primitiveFunctor.setCurrentMaterial(oldMaterial);
// pop the current active primitive list
_primitiveFunctor.swap(previousPrimitives);
}
virtual void apply(osg::PagedLOD&)
{
// Do nothing. In this case we get called by the loading process anyway
}
virtual void apply(osg::Camera& camera)
{
if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
return;
apply(static_cast<osg::Transform&>(camera));
}
void addBoundingVolumeTreeToNode(osg::Node& node)
{
// Build the flat tree.
BVHNode* bvNode = _primitiveFunctor.buildTreeAndClear();
// Nothing in there?
if (!bvNode)
return;
SGSceneUserData* userData;
userData = SGSceneUserData::getOrCreateSceneUserData(&node);
userData->setBVHNode(bvNode);
}
bool hasBoundingVolumeTree(osg::Node& node)
{
SGSceneUserData* userData;
userData = SGSceneUserData::getSceneUserData(&node);
if (!userData)
return false;
if (!userData->getBVHNode())
return false;
return true;
}
private:
PFunctor _primitiveFunctor;
};
}
#endif

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@ -50,6 +50,8 @@
#include <simgear/props/props_io.hxx>
#include <simgear/props/condition.hxx>
#include "BoundingVolumeBuildVisitor.hxx"
using namespace std;
using namespace osg;
using namespace osgUtil;
@ -426,7 +428,8 @@ string OSGSubstitutePolicy::substitute(const string& name,
}
ModelRegistry::ModelRegistry() :
_defaultCallback(new DefaultCallback(""))
_defaultCallback(new DefaultCallback("")),
_nestingLevel(0)
{
}
@ -449,15 +452,29 @@ ModelRegistry::readNode(const string& fileName,
const ReaderWriter::Options* opt)
{
ScopedLock<ReentrantMutex> lock(readerMutex);
++_nestingLevel;
// XXX Workaround for OSG plugin bug.
Registry* registry = Registry::instance();
ReaderWriter::ReadResult res;
Node* cached = 0;
CallbackMap::iterator iter
= nodeCallbackMap.find(getFileExtension(fileName));
ReaderWriter::ReadResult result;
if (iter != nodeCallbackMap.end() && iter->second.valid())
return iter->second->readNode(fileName, opt);
return _defaultCallback->readNode(fileName, opt);
result = iter->second->readNode(fileName, opt);
else
result = _defaultCallback->readNode(fileName, opt);
if (0 == --_nestingLevel) {
SG_LOG(SG_IO, SG_INFO, "Building boundingvolume tree for \""
<< fileName << "\".");
BoundingVolumeBuildVisitor bvBuilder;
result.getNode()->accept(bvBuilder);
} else {
SG_LOG(SG_IO, SG_INFO, "Defering boundingvolume tree built for \""
<< fileName << "\" to parent.");
}
return result;
}
class SGReadCallbackInstaller {

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@ -227,6 +227,7 @@ protected:
// Protect against simultaneous calls from main thread (MP models)
// and pager thread.
OpenThreads::ReentrantMutex readerMutex;
unsigned _nestingLevel;
};
// Callback that only loads the file without any caching or