Expose the CameraGroup near, far, and near/far boundry as properties
The near/far boundary, called "near-field", can be set to 0 which disables the far camera and renders the whole scene using only one camera. I'm hoping that this may be useful in resolving some system-specific rendering bugs. Various fixes were made to correctly render the scene using only the near camera.
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3 changed files with 34 additions and 16 deletions
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@ -146,8 +146,8 @@ CameraInfo* CameraGroup::addCamera(unsigned flags, Camera* camera,
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info->farSlaveIndex = _viewer->getNumSlaves() - 1;
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farCamera->setRenderOrder(Camera::NESTED_RENDER, info->farSlaveIndex);
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camera->setCullMask(camera->getCullMask() & ~simgear::BACKGROUND_BIT);
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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}
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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_viewer->addSlave(camera, view, projection, useMasterSceneData);
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installCullVisitor(camera);
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info->camera = camera;
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@ -190,18 +190,22 @@ void CameraGroup::update(const osg::Vec3d& position,
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double left, right, bottom, top, parentNear, parentFar;
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projectionMatrix.getFrustum(left, right, bottom, top,
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parentNear, parentFar);
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if (parentFar < 100.0) {
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if (parentFar < _nearField || _nearField == 0.0f) {
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camera->setProjectionMatrix(projectionMatrix);
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camera->setCullMask(camera->getCullMask()
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| simgear::BACKGROUND_BIT);
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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farCamera->setNodeMask(0);
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} else {
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Matrix nearProj, farProj;
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makeNewProjMat(projectionMatrix, parentNear, 100.0, nearProj);
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makeNewProjMat(projectionMatrix, 100.0, parentFar, farProj);
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makeNewProjMat(projectionMatrix, parentNear, _nearField,
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nearProj);
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makeNewProjMat(projectionMatrix, _nearField, parentFar,
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farProj);
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camera->setProjectionMatrix(nearProj);
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camera->setCullMask(camera->getCullMask()
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& ~simgear::BACKGROUND_BIT);
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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farCamera->setProjectionMatrix(farProj);
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farCamera->setNodeMask(camera->getNodeMask());
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}
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@ -211,11 +215,9 @@ void CameraGroup::update(const osg::Vec3d& position,
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void CameraGroup::setCameraParameters(float vfov, float aspectRatio)
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{
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const float zNear = .1f;
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const float zFar = 120000.0f;
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_viewer->getCamera()->setProjectionMatrixAsPerspective(vfov,
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1.0f / aspectRatio,
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zNear, zFar);
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_zNear, _zFar);
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}
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}
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@ -444,16 +446,25 @@ CameraGroup* CameraGroup::buildCameraGroup(osgViewer::Viewer* viewer,
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cgroup->buildGUICamera(pNode);
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}
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}
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bindMemberToNode(gnode, "znear", cgroup, &CameraGroup::_zNear, .4f);
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bindMemberToNode(gnode, "zfar", cgroup, &CameraGroup::_zFar, 120000.0f);
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bindMemberToNode(gnode, "near-field", cgroup, &CameraGroup::_nearField,
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100.0f);
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return cgroup;
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}
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void CameraGroup::setCameraCullMasks(Node::NodeMask nm)
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{
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for (CameraIterator i = camerasBegin(), e = camerasEnd(); i != e; ++i) {
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if ((*i)->flags & GUI)
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CameraInfo* info = i->get();
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if (info->flags & GUI)
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continue;
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(*i)->camera->setCullMask(nm & ~simgear::BACKGROUND_BIT);
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(*i)->farCamera->setCullMask(nm);
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if (info->farCamera.valid() && info->farCamera->getNodeMask() != 0) {
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info->camera->setCullMask(nm & ~simgear::BACKGROUND_BIT);
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info->farCamera->setCullMask(nm);
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} else {
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info->camera->setCullMask(nm);
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}
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}
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}
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@ -512,9 +523,12 @@ bool computeIntersections(const CameraGroup* cgroup,
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Matrix windowMat = viewport->computeWindowMatrix();
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Matrix startPtMat = Matrix::inverse(camera->getProjectionMatrix()
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* windowMat);
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Matrix endPtMat
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= Matrix::inverse(cinfo->farCamera->getProjectionMatrix()
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* windowMat);
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Matrix endPtMat;
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if (!cinfo->farCamera.valid() || cinfo->farCamera->getNodeMask() == 0)
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endPtMat = startPtMat;
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else
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endPtMat = Matrix::inverse(cinfo->farCamera->getProjectionMatrix()
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* windowMat);
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start = start * startPtMat;
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start /= start.w();
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end = end * endPtMat;
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@ -182,6 +182,10 @@ protected:
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CameraList _cameras;
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osg::ref_ptr<osgViewer::Viewer> _viewer;
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static osg::ref_ptr<CameraGroup> _defaultGroup;
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// Near, far for the master camera if used.
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float _zNear;
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float _zFar;
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float _nearField;
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};
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}
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@ -103,9 +103,9 @@ void fgOSOpenWindow(bool stencil)
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// Look for windows, camera groups, and the old syntax of
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// top-level cameras
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SGPropertyNode* renderingNode = fgGetNode("/sim/rendering");
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SGPropertyNode* cgroupNode = renderingNode->getChild("camera-group");
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if (!cgroupNode) {
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cgroupNode = renderingNode->getNode("camera-group", true);
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SGPropertyNode* cgroupNode = renderingNode->getNode("camera-group", true);
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bool oldSyntax = !cgroupNode->hasChild("camera");
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if (oldSyntax) {
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for (int i = 0; i < renderingNode->nChildren(); ++i) {
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SGPropertyNode* propNode = renderingNode->getChild(i);
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const char* propName = propNode->getName();
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