1
0
Fork 0
flightgear/src/Viewer/renderer.cxx

2067 lines
77 KiB
C++

// renderer.cxx -- top level sim routines
//
// Written by Curtis Olson, started May 1997.
// This file contains parts of main.cxx prior to october 2004
//
// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program 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
// 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.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <simgear/compiler.h>
#include <algorithm>
#include <iostream>
#include <map>
#include <vector>
#include <typeinfo>
#include <boost/foreach.hpp>
#include <osg/ref_ptr>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/CullFace>
#include <osg/CullStack>
#include <osg/Depth>
#include <osg/Fog>
#include <osg/Group>
#include <osg/Hint>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/LightSource>
#include <osg/Material>
#include <osg/Math>
#include <osg/NodeCallback>
#include <osg/Notify>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/Program>
#include <osg/Version>
#include <osg/TexEnv>
#include <osgUtil/LineSegmentIntersector>
#include <osg/io_utils>
#include <osgDB/WriteFile>
#include <osgViewer/Renderer>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/material/EffectCullVisitor.hxx>
#include <simgear/scene/material/Effect.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/material/EffectBuilder.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/scene/util/DeletionManager.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/SGSceneUserData.hxx>
#include <simgear/scene/tgdb/GroundLightManager.hxx>
#include <simgear/scene/tgdb/pt_lights.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include <simgear/structure/OSGUtils.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/math/sg_random.h>
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Cockpit/panel.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/redout.hxx>
#include <GUI/new_gui.hxx>
#include <Instrumentation/HUD/HUD.hxx>
#include <Environment/precipitation_mgr.hxx>
#include <Environment/environment_mgr.hxx>
//#include <Main/main.hxx>
#include "viewer.hxx"
#include "viewmgr.hxx"
#include "splash.hxx"
#include "renderer.hxx"
#include "CameraGroup.hxx"
#include "FGEventHandler.hxx"
#include <plib/pu.h>
using namespace osg;
using namespace simgear;
using namespace flightgear;
class FGHintUpdateCallback : public osg::StateAttribute::Callback {
public:
FGHintUpdateCallback(const char* configNode) :
mConfigNode(fgGetNode(configNode, true))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::Hint*>(stateAttribute));
osg::Hint* hint = static_cast<osg::Hint*>(stateAttribute);
const char* value = mConfigNode->getStringValue();
if (!value)
hint->setMode(GL_DONT_CARE);
else if (0 == strcmp(value, "nicest"))
hint->setMode(GL_NICEST);
else if (0 == strcmp(value, "fastest"))
hint->setMode(GL_FASTEST);
else
hint->setMode(GL_DONT_CARE);
}
private:
SGPropertyNode_ptr mConfigNode;
};
class SGPuDrawable : public osg::Drawable {
public:
SGPuDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
setDataVariance(Object::DYNAMIC);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1001, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
// We can do translucent menus, so why not. :-)
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
state.disableAllVertexArrays();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
puDisplay();
glPopClientAttrib();
glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGPuDrawable; }
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGPuDrawable; }
private:
};
class SGHUDDrawable : public osg::Drawable {
public:
SGHUDDrawable()
{
// Dynamic stuff, do not store geometry
setUseDisplayList(false);
setDataVariance(Object::DYNAMIC);
osg::StateSet* stateSet = getOrCreateStateSet();
stateSet->setRenderBinDetails(1000, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
}
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
{ drawImplementation(*renderInfo.getState()); }
void drawImplementation(osg::State& state) const
{
state.setActiveTextureUnit(0);
state.setClientActiveTextureUnit(0);
state.disableAllVertexArrays();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(~0u);
// HUD can be NULL
HUD *hud = static_cast<HUD*>(globals->get_subsystem("hud"));
if (hud) {
hud->draw(state);
}
glPopClientAttrib();
glPopAttrib();
}
virtual osg::Object* cloneType() const { return new SGHUDDrawable; }
virtual osg::Object* clone(const osg::CopyOp&) const { return new SGHUDDrawable; }
private:
};
class FGLightSourceUpdateCallback : public osg::NodeCallback {
public:
/**
* @param isSun true if the light is the actual sun i.e., for
* illuminating the moon.
*/
FGLightSourceUpdateCallback(bool isSun = false) : _isSun(isSun) {}
FGLightSourceUpdateCallback(const FGLightSourceUpdateCallback& nc,
const CopyOp& op)
: NodeCallback(nc, op), _isSun(nc._isSun)
{}
META_Object(flightgear,FGLightSourceUpdateCallback);
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::LightSource*>(node));
osg::LightSource* lightSource = static_cast<osg::LightSource*>(node);
osg::Light* light = lightSource->getLight();
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
if (!l) {
// lighting is down during re-init
return;
}
if (_isSun) {
light->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
light->setDiffuse(Vec4(1.0f, 1.0f, 1.0f, 1.0f));
light->setSpecular(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
} else {
light->setAmbient(toOsg(l->scene_ambient()));
light->setDiffuse(toOsg(l->scene_diffuse()));
light->setSpecular(toOsg(l->scene_specular()));
}
osg::Vec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
light->setPosition(position);
traverse(node, nv);
}
private:
const bool _isSun;
};
class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
public:
FGWireFrameModeUpdateCallback() :
mWireframe(fgGetNode("/sim/rendering/wireframe", true))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::PolygonMode*>(stateAttribute));
osg::PolygonMode* polygonMode;
polygonMode = static_cast<osg::PolygonMode*>(stateAttribute);
if (mWireframe->getBoolValue())
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::LINE);
else
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::FILL);
}
private:
SGPropertyNode_ptr mWireframe;
};
class FGLightModelUpdateCallback : public osg::StateAttribute::Callback {
public:
FGLightModelUpdateCallback() :
mHighlights(fgGetNode("/sim/rendering/specular-highlight", true))
{ }
virtual void operator()(osg::StateAttribute* stateAttribute,
osg::NodeVisitor*)
{
assert(dynamic_cast<osg::LightModel*>(stateAttribute));
osg::LightModel* lightModel;
lightModel = static_cast<osg::LightModel*>(stateAttribute);
#if 0
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
lightModel->setAmbientIntensity(toOsg(l->scene_ambient());
#else
lightModel->setAmbientIntensity(osg::Vec4(0, 0, 0, 1));
#endif
lightModel->setTwoSided(true);
lightModel->setLocalViewer(false);
if (mHighlights->getBoolValue()) {
lightModel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
} else {
lightModel->setColorControl(osg::LightModel::SINGLE_COLOR);
}
}
private:
SGPropertyNode_ptr mHighlights;
};
class FGFogEnableUpdateCallback : public osg::StateSet::Callback {
public:
FGFogEnableUpdateCallback() :
mFogEnabled(fgGetNode("/sim/rendering/fog", true))
{ }
virtual void operator()(osg::StateSet* stateSet, osg::NodeVisitor*)
{
if (strcmp(mFogEnabled->getStringValue(), "disabled") == 0) {
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
} else {
stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
}
}
private:
SGPropertyNode_ptr mFogEnabled;
};
class FGFogUpdateCallback : public osg::StateAttribute::Callback {
public:
virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
{
assert(dynamic_cast<SGUpdateVisitor*>(nv));
assert(dynamic_cast<osg::Fog*>(sa));
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Fog* fog = static_cast<osg::Fog*>(sa);
fog->setMode(osg::Fog::EXP2);
fog->setColor(toOsg(updateVisitor->getFogColor()));
fog->setDensity(updateVisitor->getFogExp2Density());
}
};
// update callback for the switch node guarding that splash
class FGScenerySwitchCallback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Switch*>(node));
osg::Switch* sw = static_cast<osg::Switch*>(node);
bool enabled = scenery_enabled;
sw->setValue(0, enabled);
if (!enabled)
return;
traverse(node, nv);
}
static bool scenery_enabled;
};
bool FGScenerySwitchCallback::scenery_enabled = false;
FGRenderer::FGRenderer() :
_sky(NULL),
_ambientFactor( new osg::Uniform( "fg_SunAmbientColor", osg::Vec4f() ) ),
_sunDiffuse( new osg::Uniform( "fg_SunDiffuseColor", osg::Vec4f() ) ),
_sunSpecular( new osg::Uniform( "fg_SunSpecularColor", osg::Vec4f() ) ),
_sunDirection( new osg::Uniform( "fg_SunDirection", osg::Vec3f() ) ),
_planes( new osg::Uniform( "fg_Planes", osg::Vec3f() ) ),
_fogColor( new osg::Uniform( "fg_FogColor", osg::Vec4f(1.0, 1.0, 1.0, 1.0) ) ),
_fogDensity( new osg::Uniform( "fg_FogDensity", 0.0001f ) ),
_shadowNumber( new osg::Uniform( "fg_ShadowNumber", (int)4 ) ),
_shadowDistances( new osg::Uniform( "fg_ShadowDistances", osg::Vec4f(5.0, 50.0, 500.0, 5000.0 ) ) ),
_depthInColor( new osg::Uniform( "fg_DepthInColor", false ) )
{
// it's not the real root, whatever that means
_root = new osg::Group;
_root->setName("fakeRoot");
_updateVisitor = new SGUpdateVisitor;
// when Rembrandt is enabled, we use this group to access the whole
// scene. Since the only child is the _viewerSceneRoot, we could
// simply copy the reference, we don't need the additional group.
_deferredRealRoot = new osg::Group;
_numCascades = 4;
_cascadeFar[0] = 5.f;
_cascadeFar[1] = 50.f;
_cascadeFar[2] = 500.f;
_cascadeFar[3] = 5000.f;
}
FGRenderer::~FGRenderer()
{
SGPropertyChangeListenerVec::iterator i = _listeners.begin();
for (; i != _listeners.end(); ++i) {
delete *i;
}
// replace the viewer's scene completely
if (getViewer()) {
getViewer()->setSceneData(new osg::Group);
}
delete _sky;
}
// Initialize various GL/view parameters
// XXX This should be called "preinit" or something, as it initializes
// critical parts of the scene graph in addition to the splash screen.
void
FGRenderer::splashinit( void )
{
// important that we reset the viewer sceneData here, to ensure the reference
// time for everything is in sync; otherwise on reset the Viewer and
// GraphicsWindow clocks are out of sync.
osgViewer::Viewer* viewer = getViewer();
viewer->setName("osgViewer");
_viewerSceneRoot = new osg::Group;
_viewerSceneRoot->setName("viewerSceneRoot");
viewer->setSceneData(_viewerSceneRoot);
ref_ptr<Node> splashNode = fgCreateSplashNode();
if (_classicalRenderer) {
_viewerSceneRoot->addChild(splashNode.get());
} else {
for ( CameraGroup::CameraIterator ii = CameraGroup::getDefault()->camerasBegin();
ii != CameraGroup::getDefault()->camerasEnd();
++ii )
{
CameraInfo* info = ii->get();
Camera* camera = info->getCamera(DISPLAY_CAMERA);
if (camera == 0) continue;
camera->addChild(splashNode.get());
}
}
_frameStamp = new osg::FrameStamp;
viewer->setFrameStamp(_frameStamp.get());
// Scene doesn't seem to pass the frame stamp to the update
// visitor automatically.
_updateVisitor->setFrameStamp(_frameStamp.get());
viewer->setUpdateVisitor(_updateVisitor.get());
fgSetDouble("/sim/startup/splash-alpha", 1.0);
}
class ShadowMapSizeListener : public SGPropertyChangeListener {
public:
virtual void valueChanged(SGPropertyNode* node) {
globals->get_renderer()->updateShadowMapSize(node->getIntValue());
}
};
class ShadowEnabledListener : public SGPropertyChangeListener {
public:
virtual void valueChanged(SGPropertyNode* node) {
globals->get_renderer()->enableShadows(node->getBoolValue());
}
};
class ShadowNumListener : public SGPropertyChangeListener {
public:
virtual void valueChanged(SGPropertyNode* node) {
globals->get_renderer()->updateCascadeNumber(node->getIntValue());
}
};
class ShadowRangeListener : public SGPropertyChangeListener {
public:
virtual void valueChanged(SGPropertyNode* node) {
globals->get_renderer()->updateCascadeFar(node->getIndex(), node->getFloatValue());
}
};
void
FGRenderer::addChangeListener(SGPropertyChangeListener* l, const char* path)
{
_listeners.push_back(l);
fgAddChangeListener(l, path);
}
void
FGRenderer::init( void )
{
if (!eventHandler)
eventHandler = new FGEventHandler();
sgUserDataInit( globals->get_props() );
_classicalRenderer = !fgGetBool("/sim/rendering/rembrandt/enabled", false);
_shadowMapSize = fgGetInt( "/sim/rendering/shadows/map-size", 4096 );
addChangeListener( new ShadowMapSizeListener, "/sim/rendering/shadows/map-size" );
addChangeListener( new ShadowEnabledListener, "/sim/rendering/shadows/enabled" );
ShadowRangeListener* srl = new ShadowRangeListener;
addChangeListener(srl, "/sim/rendering/shadows/cascade-far-m[0]");
fgAddChangeListener(srl, "/sim/rendering/shadows/cascade-far-m[1]");
fgAddChangeListener(srl, "/sim/rendering/shadows/cascade-far-m[2]");
fgAddChangeListener(srl, "/sim/rendering/shadows/cascade-far-m[3]");
addChangeListener(new ShadowNumListener, "/sim/rendering/shadows/num-cascades");
_numCascades = fgGetInt("/sim/rendering/shadows/num-cascades", 4);
_cascadeFar[0] = fgGetFloat("/sim/rendering/shadows/cascade-far-m[0]", 5.0f);
_cascadeFar[1] = fgGetFloat("/sim/rendering/shadows/cascade-far-m[1]", 50.0f);
_cascadeFar[2] = fgGetFloat("/sim/rendering/shadows/cascade-far-m[2]", 500.0f);
_cascadeFar[3] = fgGetFloat("/sim/rendering/shadows/cascade-far-m[3]", 5000.0f);
updateCascadeNumber(_numCascades);
updateCascadeFar(0, _cascadeFar[0]);
updateCascadeFar(1, _cascadeFar[1]);
updateCascadeFar(2, _cascadeFar[2]);
updateCascadeFar(3, _cascadeFar[3]);
_useColorForDepth = fgGetBool( "/sim/rendering/rembrandt/use-color-for-depth", false );
_depthInColor->set( _useColorForDepth );
_renderer = fgGetString("/sim/rendering/rembrandt/renderer", "default-pipeline");
if (!_classicalRenderer)
_pipeline = makeRenderingPipeline(_renderer, 0);
_scenery_loaded = fgGetNode("/sim/sceneryloaded", true);
_position_finalized = fgGetNode("/sim/position-finalized", true);
_panel_hotspots = fgGetNode("/sim/panel-hotspots", true);
_virtual_cockpit = fgGetNode("/sim/virtual-cockpit", true);
_sim_delta_sec = fgGetNode("/sim/time/delta-sec", true);
_xsize = fgGetNode("/sim/startup/xsize", true);
_ysize = fgGetNode("/sim/startup/ysize", true);
_splash_alpha = fgGetNode("/sim/startup/splash-alpha", true);
_point_sprites = fgGetNode("/sim/rendering/point-sprites", true);
_enhanced_lighting = fgGetNode("/sim/rendering/enhanced-lighting", true);
_distance_attenuation = fgGetNode("/sim/rendering/distance-attenuation", true);
_horizon_effect = fgGetNode("/sim/rendering/horizon-effect", true);
_altitude_ft = fgGetNode("/position/altitude-ft", true);
_cloud_status = fgGetNode("/environment/clouds/status", true);
_visibility_m = fgGetNode("/environment/visibility-m", true);
bool use_point_sprites = _point_sprites->getBoolValue();
bool enhanced_lighting = _enhanced_lighting->getBoolValue();
bool distance_attenuation = _distance_attenuation->getBoolValue();
SGConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
distance_attenuation );
if (const char* tc = fgGetString("/sim/rendering/texture-compression", NULL)) {
if (strcmp(tc, "false") == 0 || strcmp(tc, "off") == 0 ||
strcmp(tc, "0") == 0 || strcmp(tc, "no") == 0 ||
strcmp(tc, "none") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::DoNotUseCompression);
} else if (strcmp(tc, "arb") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseARBCompression);
} else if (strcmp(tc, "dxt1") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT1Compression);
} else if (strcmp(tc, "dxt3") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT3Compression);
} else if (strcmp(tc, "dxt5") == 0) {
SGSceneFeatures::instance()->setTextureCompression(SGSceneFeatures::UseDXT5Compression);
} else {
SG_LOG(SG_VIEW, SG_WARN, "Unknown texture compression setting!");
}
}
// create sky, but can't build until setupView, since we depend
// on other subsystems to be inited, eg Ephemeris
_sky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
texture_path.append("Sky");
for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
_sky->add_cloud_layer(layer);
}
_sky->texture_path( texture_path.str() );
if (!_classicalRenderer) {
eventHandler->setChangeStatsCameraRenderOrder( true );
}
}
void installCullVisitor(Camera* camera)
{
osgViewer::Renderer* renderer
= static_cast<osgViewer::Renderer*>(camera->getRenderer());
for (int i = 0; i < 2; ++i) {
osgUtil::SceneView* sceneView = renderer->getSceneView(i);
osg::ref_ptr<osgUtil::CullVisitor::Identifier> identifier;
identifier = sceneView->getCullVisitor()->getIdentifier();
sceneView->setCullVisitor(new simgear::EffectCullVisitor);
sceneView->getCullVisitor()->setIdentifier(identifier.get());
identifier = sceneView->getCullVisitorLeft()->getIdentifier();
sceneView->setCullVisitorLeft(sceneView->getCullVisitor()->clone());
sceneView->getCullVisitorLeft()->setIdentifier(identifier.get());
identifier = sceneView->getCullVisitorRight()->getIdentifier();
sceneView->setCullVisitorRight(sceneView->getCullVisitor()->clone());
sceneView->getCullVisitorRight()->setIdentifier(identifier.get());
}
}
CameraInfo*
FGRenderer::buildRenderingPipeline(CameraGroup* cgroup, unsigned flags, Camera* camera,
const Matrix& view,
const Matrix& projection,
osg::GraphicsContext* gc,
bool useMasterSceneData)
{
CameraInfo* info = 0;
if (!_classicalRenderer && (flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0)
info = buildDeferredPipeline( cgroup, flags, camera, view, projection, gc );
if (info) {
return info;
} else {
if ((flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0)
_classicalRenderer = true;
return buildClassicalPipeline( cgroup, flags, camera, view, projection, useMasterSceneData );
}
}
CameraInfo*
FGRenderer::buildClassicalPipeline(CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
const osg::Matrix& view,
const osg::Matrix& projection,
bool useMasterSceneData)
{
CameraInfo* info = new CameraInfo(flags);
// The camera group will always update the camera
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
info->name = "classic";
Camera* farCamera = 0;
if ((flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0) {
farCamera = new Camera;
farCamera->setName("farCamera");
farCamera->setAllowEventFocus(camera->getAllowEventFocus());
farCamera->setGraphicsContext(camera->getGraphicsContext());
farCamera->setCullingMode(camera->getCullingMode());
farCamera->setInheritanceMask(camera->getInheritanceMask());
farCamera->setReferenceFrame(Transform::ABSOLUTE_RF);
// Each camera's viewport is written when the window is
// resized; if the the viewport isn't copied here, it gets updated
// twice and ends up with the wrong value.
farCamera->setViewport(simgear::clone(camera->getViewport()));
farCamera->setDrawBuffer(camera->getDrawBuffer());
farCamera->setReadBuffer(camera->getReadBuffer());
farCamera->setRenderTargetImplementation(
camera->getRenderTargetImplementation());
const Camera::BufferAttachmentMap& bufferMap
= camera->getBufferAttachmentMap();
if (bufferMap.count(Camera::COLOR_BUFFER) != 0) {
farCamera->attach(
Camera::COLOR_BUFFER,
bufferMap.find(Camera::COLOR_BUFFER)->second._texture.get());
}
cgroup->getViewer()->addSlave(farCamera, projection, view, useMasterSceneData);
installCullVisitor(farCamera);
int farSlaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->addCamera( FAR_CAMERA, farCamera, farSlaveIndex );
farCamera->setRenderOrder(Camera::POST_RENDER, farSlaveIndex);
camera->setCullMask(camera->getCullMask() & ~simgear::BACKGROUND_BIT);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
}
cgroup->getViewer()->addSlave(camera, projection, view, useMasterSceneData);
installCullVisitor(camera);
int slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
info->addCamera( MAIN_CAMERA, camera, slaveIndex );
camera->setRenderOrder(Camera::POST_RENDER, slaveIndex);
cgroup->addCamera(info);
return info;
}
class FGDeferredRenderingCameraCullCallback : public osg::NodeCallback {
public:
FGDeferredRenderingCameraCullCallback( const std::string& k, CameraInfo* i, bool nd = false ) : kind( k ), info( i ), needsDuDv(nd) {}
virtual void operator()( osg::Node *n, osg::NodeVisitor *nv) {
simgear::EffectCullVisitor* cv = dynamic_cast<simgear::EffectCullVisitor*>(nv);
osg::Camera* camera = static_cast<osg::Camera*>(n);
cv->clearBufferList();
for (RenderBufferMap::iterator ii = info->buffers.begin(); ii != info->buffers.end(); ++ii) {
cv->addBuffer(ii->first, ii->second.texture);
}
if ( !info->getRenderStageInfo(kind).fullscreen )
info->setMatrices( camera );
if (needsDuDv) {
osg::Matrix projInverse;
info->projInverse->get( projInverse );
osg::Vec4 p0 = osg::Vec4( -1.0, -1.0, 0.0, 1.0 ) * projInverse;
info->du->set( osg::Vec4( 1.0, -1.0, 0.0, 1.0 ) * projInverse - p0 );
info->dv->set( osg::Vec4( -1.0, 1.0, 0.0, 1.0 ) * projInverse - p0 );
}
cv->traverse( *camera );
if ( kind == GEOMETRY_CAMERA ) {
// Remove transparent bins. They will be renderer in the additional light stage (side effect)
osgUtil::RenderStage* renderStage = cv->getRenderStage();
osgUtil::RenderBin::RenderBinList& rbl = renderStage->getRenderBinList();
for (osgUtil::RenderBin::RenderBinList::iterator rbi = rbl.begin(); rbi != rbl.end(); ) {
if (rbi->second->getSortMode() == osgUtil::RenderBin::SORT_BACK_TO_FRONT) {
rbl.erase( rbi++ );
} else {
++rbi;
}
}
} else if ( kind == LIGHTING_CAMERA ) {
osg::ref_ptr<osg::Camera> mainShadowCamera = info->getCamera( SHADOW_CAMERA );
if (mainShadowCamera.valid()) {
osg::Switch* grp = mainShadowCamera->getChild(0)->asSwitch();
for (int i = 0; i < 4; ++i ) {
if (!grp->getValue(i))
continue;
osg::Camera* cascadeCam = static_cast<osg::Camera*>( grp->getChild(i) );
osg::Matrixf shadowMatrix = camera->getInverseViewMatrix() *
cascadeCam->getViewMatrix() *
cascadeCam->getProjectionMatrix() *
osg::Matrix::translate(1.0, 1.0, 1.0) *
osg::Matrix::scale(0.5f, 0.5f, 0.5f);
info->shadowMatrix[i]->set( shadowMatrix );
}
}
}
}
private:
std::string kind;
CameraInfo* info;
bool needsDuDv;
};
osg::Texture2D* buildDeferredBuffer(GLint internalFormat, GLenum sourceFormat, GLenum sourceType, GLenum wrapMode, bool shadowComparison = false)
{
osg::Texture2D* tex = new osg::Texture2D;
tex->setResizeNonPowerOfTwoHint( false );
tex->setInternalFormat( internalFormat );
tex->setShadowComparison(shadowComparison);
if (shadowComparison) {
tex->setShadowTextureMode(osg::Texture2D::LUMINANCE);
tex->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
}
tex->setSourceFormat(sourceFormat);
tex->setSourceType(sourceType);
tex->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR );
tex->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR );
tex->setWrap( osg::Texture::WRAP_S, (osg::Texture::WrapMode)wrapMode );
tex->setWrap( osg::Texture::WRAP_T, (osg::Texture::WrapMode)wrapMode );
return tex;
}
void attachBufferToCamera( CameraInfo* info, osg::Camera* camera, osg::Camera::BufferComponent c, const std::string& ck, const std::string& bk )
{
camera->attach( c, info->getBuffer(bk) );
info->getRenderStageInfo(ck).buffers.insert( std::make_pair( c, bk ) );
}
void buildAttachments(CameraInfo* info, osg::Camera* camera, const std::string& name, const std::vector<ref_ptr<FGRenderingPipeline::Attachment> > &attachments) {
BOOST_FOREACH(ref_ptr<FGRenderingPipeline::Attachment> attachment, attachments) {
if (attachment->valid())
attachBufferToCamera( info, camera, attachment->component, name, attachment->buffer );
}
}
osg::Camera* FGRenderer::buildDeferredGeometryCamera( CameraInfo* info, osg::GraphicsContext* gc, const std::string& name, const std::vector<ref_ptr<FGRenderingPipeline::Attachment> > &attachments )
{
osg::Camera* camera = new osg::Camera;
info->addCamera(name, camera );
camera->setCullMask( ~simgear::MODELLIGHT_BIT );
camera->setName( "GeometryC" );
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setGraphicsContext( gc );
camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( name, info ) );
camera->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
camera->setClearColor( osg::Vec4( 0., 0., 0., 0. ) );
camera->setClearDepth( 1.0 );
camera->setColorMask(true, true, true, true);
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
camera->setViewport( new osg::Viewport );
buildAttachments(info, camera, name, attachments);
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
osg::StateSet* ss = camera->getOrCreateStateSet();
ss->addUniform( _depthInColor );
camera->addChild( _deferredRealRoot.get() );
return camera;
}
static void setShadowCascadeStateSet( osg::Camera* cam ) {
osg::StateSet* ss = cam->getOrCreateStateSet();
ss->setAttribute( new osg::PolygonOffset( 1.1f, 5.0f ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setMode( GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setRenderBinDetails( 0, "RenderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS );
ss->setAttributeAndModes( new osg::AlphaFunc( osg::AlphaFunc::GREATER, 0.05 ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setAttributeAndModes( new osg::ColorMask( false, false, false, false ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
ss->setAttributeAndModes( new osg::CullFace( osg::CullFace::FRONT ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
osg::Program* program = new osg::Program;
ss->setAttribute( program, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );
ss->setMode( GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setMode( GL_BLEND, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
//ss->setTextureMode( 0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );
ss->setTextureMode( 0, GL_TEXTURE_3D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 1, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 1, GL_TEXTURE_3D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 2, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
ss->setTextureMode( 2, GL_TEXTURE_3D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF );
}
static osg::Camera* createShadowCascadeCamera( int no, int cascadeSize ) {
osg::Camera* cascadeCam = new osg::Camera;
setShadowCascadeStateSet( cascadeCam );
std::ostringstream oss;
oss << "CascadeCamera" << (no + 1);
cascadeCam->setName( oss.str() );
cascadeCam->setClearMask(0);
cascadeCam->setCullMask( simgear::CASTSHADOW_BIT );
cascadeCam->setCullingMode( cascadeCam->getCullingMode() | osg::CullSettings::SMALL_FEATURE_CULLING );
cascadeCam->setAllowEventFocus(false);
cascadeCam->setReferenceFrame(osg::Transform::ABSOLUTE_RF_INHERIT_VIEWPOINT);
cascadeCam->setRenderOrder(osg::Camera::NESTED_RENDER);
cascadeCam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
cascadeCam->setViewport( int( no / 2 ) * cascadeSize, (no & 1) * cascadeSize, cascadeSize, cascadeSize );
return cascadeCam;
}
osg::Camera* FGRenderer::buildDeferredShadowCamera( CameraInfo* info, osg::GraphicsContext* gc, const std::string& name, const std::vector<ref_ptr<FGRenderingPipeline::Attachment> > &attachments )
{
osg::Camera* mainShadowCamera = new osg::Camera;
info->addCamera(name, mainShadowCamera, 0.0f );
mainShadowCamera->setName( "ShadowC" );
mainShadowCamera->setClearMask( GL_DEPTH_BUFFER_BIT );
mainShadowCamera->setClearDepth( 1.0 );
mainShadowCamera->setAllowEventFocus(false);
mainShadowCamera->setGraphicsContext(gc);
mainShadowCamera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
buildAttachments(info, mainShadowCamera, name, attachments);
mainShadowCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
mainShadowCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
mainShadowCamera->setProjectionMatrix(osg::Matrix::identity());
mainShadowCamera->setCullingMode( osg::CullSettings::NO_CULLING );
mainShadowCamera->setViewport( 0, 0, _shadowMapSize, _shadowMapSize );
mainShadowCamera->setDrawBuffer(GL_FRONT);
mainShadowCamera->setReadBuffer(GL_FRONT);
mainShadowCamera->setRenderOrder(Camera::NESTED_RENDER, 1);
osg::Switch* shadowSwitch = new osg::Switch;
mainShadowCamera->addChild( shadowSwitch );
for (int i = 0; i < 4; ++i ) {
osg::Camera* cascadeCam = createShadowCascadeCamera( i, _shadowMapSize/2 );
cascadeCam->addChild( _deferredRealRoot.get() );
shadowSwitch->addChild( cascadeCam );
}
if (fgGetBool("/sim/rendering/shadows/enabled", true))
shadowSwitch->setAllChildrenOn();
else
shadowSwitch->setAllChildrenOff();
return mainShadowCamera;
}
void FGRenderer::updateShadowCascade(const CameraInfo* info, osg::Camera* camera, osg::Group* grp, int idx, double left, double right, double bottom, double top, double zNear, double f1, double f2)
{
osg::Camera* cascade = static_cast<osg::Camera*>( grp->getChild(idx) );
osg::Matrixd &viewMatrix = cascade->getViewMatrix();
osg::Matrixd &projectionMatrix = cascade->getProjectionMatrix();
osg::BoundingSphere bs;
bs.expandBy(osg::Vec3(left,bottom,-zNear) * f1);
bs.expandBy(osg::Vec3(right,top,-zNear) * f2);
bs.expandBy(osg::Vec3(left,bottom,-zNear) * f2);
bs.expandBy(osg::Vec3(right,top,-zNear) * f1);
osg::Vec4 aim = osg::Vec4(bs.center(), 1.0) * camera->getInverseViewMatrix();
projectionMatrix.makeOrtho( -bs.radius(), bs.radius(), -bs.radius(), bs.radius(), 1., 15000.0 );
osg::Vec3 position( aim.x(), aim.y(), aim.z() );
viewMatrix.makeLookAt( position + (getSunDirection() * 10000.0), position, position );
}
osg::Vec3 FGRenderer::getSunDirection() const
{
osg::Vec3 val;
_sunDirection->get( val );
return val;
}
void FGRenderer::updateShadowCamera(const CameraInfo* info, const osg::Vec3d& position)
{
ref_ptr<Camera> mainShadowCamera = info->getCamera( SHADOW_CAMERA );
if (mainShadowCamera.valid()) {
ref_ptr<Switch> shadowSwitch = mainShadowCamera->getChild( 0 )->asSwitch();
osg::Vec3d up = position,
dir = getSunDirection();
up.normalize();
dir.normalize();
// cos(100 deg) == -0.17
if (up * dir < -0.17 || !fgGetBool("/sim/rendering/shadows/enabled", true)) {
shadowSwitch->setAllChildrenOff();
} else {
double left,right,bottom,top,zNear,zFar;
ref_ptr<Camera> camera = info->getCamera(GEOMETRY_CAMERA);
camera->getProjectionMatrix().getFrustum(left,right,bottom,top,zNear,zFar);
shadowSwitch->setAllChildrenOn();
if (_numCascades == 1) {
osg::Camera* cascadeCam = static_cast<osg::Camera*>( shadowSwitch->getChild(0) );
cascadeCam->setViewport( 0, 0, _shadowMapSize, _shadowMapSize );
} else {
for (int no = 0; no < 4; ++no) {
osg::Camera* cascadeCam = static_cast<osg::Camera*>( shadowSwitch->getChild(no) );
cascadeCam->setViewport( int( no / 2 ) * (_shadowMapSize/2), (no & 1) * (_shadowMapSize/2), (_shadowMapSize/2), (_shadowMapSize/2) );
}
}
updateShadowCascade(info, camera, shadowSwitch, 0, left, right, bottom, top, zNear, 1.0, _cascadeFar[0]/zNear);
if (_numCascades > 1) {
shadowSwitch->setValue(1, true);
updateShadowCascade(info, camera, shadowSwitch, 1, left, right, bottom, top, zNear, _cascadeFar[0]/zNear, _cascadeFar[1]/zNear);
} else {
shadowSwitch->setValue(1, false);
}
if (_numCascades > 2) {
shadowSwitch->setValue(2, true);
updateShadowCascade(info, camera, shadowSwitch, 2, left, right, bottom, top, zNear, _cascadeFar[1]/zNear, _cascadeFar[2]/zNear);
} else {
shadowSwitch->setValue(2, false);
}
if (_numCascades > 3) {
shadowSwitch->setValue(3, true);
updateShadowCascade(info, camera, shadowSwitch, 3, left, right, bottom, top, zNear, _cascadeFar[2]/zNear, _cascadeFar[3]/zNear);
} else {
shadowSwitch->setValue(3, false);
}
{
osg::Matrixd &viewMatrix = mainShadowCamera->getViewMatrix();
osg::Vec4 aim = osg::Vec4( 0.0, 0.0, 0.0, 1.0 ) * camera->getInverseViewMatrix();
osg::Vec3 position( aim.x(), aim.y(), aim.z() );
viewMatrix.makeLookAt( position, position + (getSunDirection() * 10000.0), position );
}
}
}
}
void FGRenderer::updateShadowMapSize(int mapSize)
{
if ( ((~( mapSize-1 )) & mapSize) != mapSize ) {
SG_LOG( SG_VIEW, SG_ALERT, "Map size is not a power of two" );
return;
}
for ( CameraGroup::CameraIterator ii = CameraGroup::getDefault()->camerasBegin();
ii != CameraGroup::getDefault()->camerasEnd();
++ii )
{
CameraInfo* info = ii->get();
Camera* camera = info->getCamera(SHADOW_CAMERA);
if (camera == 0) continue;
Texture2D* tex = info->getBuffer("shadow");
if (tex == 0) continue;
tex->setTextureSize( mapSize, mapSize );
tex->dirtyTextureObject();
Viewport* vp = camera->getViewport();
vp->width() = mapSize;
vp->height() = mapSize;
osgViewer::Renderer* renderer
= static_cast<osgViewer::Renderer*>(camera->getRenderer());
for (int i = 0; i < 2; ++i) {
osgUtil::SceneView* sceneView = renderer->getSceneView(i);
sceneView->getRenderStage()->setFrameBufferObject(0);
sceneView->getRenderStage()->setCameraRequiresSetUp(true);
if (sceneView->getRenderStageLeft()) {
sceneView->getRenderStageLeft()->setFrameBufferObject(0);
sceneView->getRenderStageLeft()->setCameraRequiresSetUp(true);
}
if (sceneView->getRenderStageRight()) {
sceneView->getRenderStageRight()->setFrameBufferObject(0);
sceneView->getRenderStageRight()->setCameraRequiresSetUp(true);
}
}
int cascadeSize = mapSize / 2;
Group* grp = camera->getChild(0)->asGroup();
for (int i = 0; i < 4; ++i ) {
Camera* cascadeCam = static_cast<Camera*>( grp->getChild(i) );
cascadeCam->setViewport( int( i / 2 ) * cascadeSize, (i & 1) * cascadeSize, cascadeSize, cascadeSize );
}
_shadowMapSize = mapSize;
}
}
void FGRenderer::enableShadows(bool enabled)
{
for ( CameraGroup::CameraIterator ii = CameraGroup::getDefault()->camerasBegin();
ii != CameraGroup::getDefault()->camerasEnd();
++ii )
{
CameraInfo* info = ii->get();
Camera* camera = info->getCamera(SHADOW_CAMERA);
if (camera == 0) continue;
osg::Switch* shadowSwitch = camera->getChild(0)->asSwitch();
if (enabled)
shadowSwitch->setAllChildrenOn();
else
shadowSwitch->setAllChildrenOff();
}
}
void FGRenderer::updateCascadeFar(int index, float far_m)
{
if (index < 0 || index > 3)
return;
_cascadeFar[index] = far_m;
_shadowDistances->set( osg::Vec4f(_cascadeFar[0], _cascadeFar[1], _cascadeFar[2], _cascadeFar[3]) );
}
void FGRenderer::updateCascadeNumber(size_t num)
{
if (num < 1 || num > 4)
return;
_numCascades = num;
_shadowNumber->set( (int)_numCascades );
}
class DebugPassListener : public SGPropertyChangeListener {
public:
DebugPassListener(osg::Switch* sw, int i) : _switch(sw), _index(i) {}
virtual void valueChanged(SGPropertyNode* node) {
_switch->setValue(_index, node->getBoolValue());
}
private:
osg::ref_ptr<osg::Switch> _switch;
int _index;
};
osg::Camera*
FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc, const FGRenderingPipeline::Stage* stage )
{
osg::Camera* camera = new osg::Camera;
info->addCamera(stage->name, camera );
camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( stage->name, info ) );
camera->setAllowEventFocus(false);
camera->setGraphicsContext(gc);
camera->setViewport(new Viewport);
camera->setName(stage->name+"C");
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, stage->orderNum);
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->setViewport( new osg::Viewport );
buildAttachments(info, camera, stage->name, stage->attachments);
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
camera->setClearMask( GL_COLOR_BUFFER_BIT );
osg::StateSet* ss = camera->getOrCreateStateSet();
ss->setAttribute( new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false) );
ss->addUniform( _depthInColor );
osg::Switch* lightingGroup = new osg::Switch;
BOOST_FOREACH( osg::ref_ptr<FGRenderingPipeline::Pass> pass, stage->passes ) {
ref_ptr<Node> node = buildPass(info, pass);
if (node.valid()) {
lightingGroup->addChild(node);
if (!pass->debugProperty.empty()) {
lightingGroup->setValue(lightingGroup->getNumChildren()-1, fgGetBool(pass->debugProperty));
fgAddChangeListener(new DebugPassListener(lightingGroup, lightingGroup->getNumChildren()-1), pass->debugProperty);
}
}
}
camera->addChild( lightingGroup );
return camera;
}
CameraInfo*
FGRenderer::buildDeferredPipeline(CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
const osg::Matrix& view,
const osg::Matrix& projection,
osg::GraphicsContext* gc)
{
return buildCameraFromRenderingPipeline(_pipeline, cgroup, flags, camera, view, projection, gc);
}
osg::Camera*
FGRenderer::buildDeferredFullscreenCamera( flightgear::CameraInfo* info, const FGRenderingPipeline::Pass* pass )
{
osg::Camera* camera = new osg::Camera;
camera->setClearMask( 0 );
camera->setAllowEventFocus(false);
camera->setName(pass->name+"C");
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, pass->orderNum);
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setViewMatrix(osg::Matrix::identity());
camera->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
osg::StateSet* ss = camera->getOrCreateStateSet();
ss->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
ss->addUniform( info->projInverse );
ss->addUniform( info->viewInverse );
ss->addUniform( info->view );
ss->addUniform( info->bufferSize );
ss->addUniform( info->worldPosCart );
ss->addUniform( info->worldPosGeod );
ss->addUniform( info->shadowMatrix[0] );
ss->addUniform( info->shadowMatrix[1] );
ss->addUniform( info->shadowMatrix[2] );
ss->addUniform( info->shadowMatrix[3] );
ss->addUniform( _ambientFactor );
ss->addUniform( _sunDiffuse );
ss->addUniform( _sunSpecular );
ss->addUniform( _sunDirection );
ss->addUniform( _planes );
ss->addUniform( _shadowNumber );
ss->addUniform( _shadowDistances );
ss->addUniform( _fogColor );
ss->addUniform( _fogDensity );
osg::Geometry* g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
g->setUseDisplayList(false);
simgear::EffectGeode* eg = new simgear::EffectGeode;
osg::ref_ptr<SGReaderWriterOptions> opt;
opt = SGReaderWriterOptions::fromPath(globals->get_fg_root());
opt->setPropertyNode(globals->get_props());
simgear::Effect* effect = simgear::makeEffect(pass->effect, true, opt.get());
if (effect) {
eg->setEffect( effect );
}
eg->setName(pass->name+"Quad");
eg->setCullingActive(false);
eg->addDrawable(g);
camera->addChild(eg);
return camera;
}
osg::Camera*
FGRenderer::buildDeferredFullscreenCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc, const FGRenderingPipeline::Stage* stage )
{
osg::Camera* camera = buildDeferredFullscreenCamera(info, static_cast<const FGRenderingPipeline::Pass*>(stage));
info->addCamera(stage->name, camera, stage->scaleFactor, true);
camera->setCullCallback( new FGDeferredRenderingCameraCullCallback(stage->name, info, stage->needsDuDv) );
camera->setGraphicsContext(gc);
camera->setViewport(new Viewport);
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
buildAttachments(info, camera, stage->name, stage->attachments);
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
camera->setClearColor( osg::Vec4( 1., 1., 1., 1. ) );
camera->setClearMask( GL_COLOR_BUFFER_BIT );
camera->setViewMatrix(osg::Matrix::identity());
camera->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
osg::StateSet* ss = camera->getOrCreateStateSet();
if (stage->needsDuDv) {
ss->addUniform( info->du );
ss->addUniform( info->dv );
}
return camera;
}
void
FGRenderer::buildDeferredDisplayCamera( osg::Camera* camera, flightgear::CameraInfo* info, const FGRenderingPipeline::Stage* stage, osg::GraphicsContext* gc )
{
camera->setName( "DisplayC" );
camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( stage->name, info ) );
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
camera->setAllowEventFocus(false);
osg::Geometry* g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
g->setUseDisplayList(false); //DEBUG
simgear::EffectGeode* eg = new simgear::EffectGeode;
osg::ref_ptr<SGReaderWriterOptions> opt;
opt = SGReaderWriterOptions::fromPath(globals->get_fg_root());
opt->setPropertyNode(globals->get_props());
simgear::Effect* effect = simgear::makeEffect(stage->effect, true, opt.get());
if (!effect) {
SG_LOG(SG_VIEW, SG_ALERT, stage->effect + " not found");
return;
}
eg->setEffect(effect);
eg->setCullingActive(false);
eg->addDrawable(g);
camera->setViewMatrix(osg::Matrix::identity());
camera->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
camera->addChild(eg);
osg::StateSet* ss = camera->getOrCreateStateSet();
ss->addUniform( _depthInColor );
ss->addUniform( info->projInverse );
ss->addUniform( info->viewInverse );
ss->addUniform( info->view );
ss->addUniform( info->bufferSize );
ss->addUniform( info->worldPosCart );
ss->addUniform( info->worldPosGeod );
ss->addUniform( info->shadowMatrix[0] );
ss->addUniform( info->shadowMatrix[1] );
ss->addUniform( info->shadowMatrix[2] );
ss->addUniform( info->shadowMatrix[3] );
ss->addUniform( _ambientFactor );
ss->addUniform( _sunDiffuse );
ss->addUniform( _sunSpecular );
ss->addUniform( _sunDirection );
ss->addUniform( _planes );
ss->addUniform( _shadowNumber );
ss->addUniform( _shadowDistances );
ss->addUniform( _fogColor );
ss->addUniform( _fogDensity );
}
void
FGRenderer::buildStage(CameraInfo* info,
FGRenderingPipeline::Stage* stage,
CameraGroup* cgroup,
osg::Camera* mainCamera,
const osg::Matrix& view, const osg::Matrix& projection, osg::GraphicsContext* gc)
{
if (!stage->valid())
return;
ref_ptr<Camera> camera;
bool needOffsets = false;
if (stage->type == "geometry") {
camera = buildDeferredGeometryCamera(info, gc, stage->name, stage->attachments);
needOffsets = true;
} else if (stage->type == "lighting") {
camera = buildDeferredLightingCamera(info, gc, stage);
needOffsets = true;
} else if (stage->type == "shadow")
camera = buildDeferredShadowCamera(info, gc, stage->name, stage->attachments);
else if (stage->type == "fullscreen")
camera = buildDeferredFullscreenCamera(info, gc, stage);
else if (stage->type == "display") {
camera = mainCamera;
buildDeferredDisplayCamera(camera, info, stage, gc);
} else
throw sg_exception("Stage type is not supported");
if (needOffsets)
cgroup->getViewer()->addSlave(camera, projection, view, false);
else
cgroup->getViewer()->addSlave(camera, false);
installCullVisitor(camera);
int slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
if (stage->type == "display")
info->addCamera( stage->type, camera, slaveIndex, true );
info->getRenderStageInfo(stage->name).slaveIndex = slaveIndex;
}
osg::Node*
FGRenderer::buildLightingSkyCloudsPass(FGRenderingPipeline::Pass* pass)
{
Group* group = new Group;
group->setName("skyCloudsGroup");
group->setNodeMask(simgear::BACKGROUND_BIT);
StateSet* ss = group->getOrCreateStateSet();
ss->setAttributeAndModes( new osg::ColorMask( true, true, true, false ), osg::StateAttribute::ON );
group->addChild( _sky->getPreRoot() );
group->addChild( _sky->getCloudRoot() );
return group;
}
osg::Node*
FGRenderer::buildLightingLightsPass(CameraInfo* info, FGRenderingPipeline::Pass* pass)
{
osg::Camera* lightCam = new osg::Camera;
StateSet* ss = lightCam->getOrCreateStateSet();
ss->addUniform( _planes );
ss->addUniform( info->bufferSize );
ss->addUniform( _fogColor );
ss->addUniform( _fogDensity );
lightCam->setName( "LightCamera" );
lightCam->setClearMask(0);
lightCam->setAllowEventFocus(false);
lightCam->setReferenceFrame(osg::Transform::RELATIVE_RF);
lightCam->setRenderOrder(osg::Camera::NESTED_RENDER,pass->orderNum);
lightCam->setViewMatrix(osg::Matrix::identity());
lightCam->setProjectionMatrix(osg::Matrix::identity());
lightCam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
lightCam->setCullMask( simgear::MODELLIGHT_BIT | simgear::PANEL2D_BIT | simgear::PERMANENTLIGHT_BIT);
lightCam->setInheritanceMask( osg::CullSettings::ALL_VARIABLES & ~osg::CullSettings::CULL_MASK );
lightCam->addChild( _deferredRealRoot.get() );
return lightCam;
}
osg::Node*
FGRenderer::buildPass(CameraInfo* info, FGRenderingPipeline::Pass* pass)
{
if (!pass->valid())
return 0;
ref_ptr<Node> node;
if (pass->type == "sky-clouds")
node = buildLightingSkyCloudsPass(pass);
else if (pass->type == "fullscreen")
node = buildDeferredFullscreenCamera(info, pass);
else if (pass->type == "lights")
node = buildLightingLightsPass(info, pass);
else
throw sg_exception("Pass type is not supported");
return node.release();
}
void
FGRenderer::buildBuffers(FGRenderingPipeline* rpipe, CameraInfo* info)
{
for (size_t i = 0; i < rpipe->buffers.size(); ++i) {
osg::ref_ptr<FGRenderingPipeline::Buffer> buffer = rpipe->buffers[i];
if (buffer->valid()) {
bool fullscreen = buffer->width == -1 && buffer->height == -1;
info->addBuffer(buffer->name, buildDeferredBuffer( buffer->internalFormat,
buffer->sourceFormat,
buffer->sourceType,
buffer->wrapMode,
buffer->shadowComparison),
fullscreen ? buffer->scaleFactor : 0.0f);
if (!fullscreen) {
info->getBuffer(buffer->name)->setTextureSize(buffer->width, buffer->height);
}
}
}
}
CameraInfo* FGRenderer::buildCameraFromRenderingPipeline(FGRenderingPipeline* rpipe, CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
const osg::Matrix& view, const osg::Matrix& projection, osg::GraphicsContext* gc)
{
CameraInfo* info = new CameraInfo(flags);
buildBuffers(rpipe, info);
for (size_t i = 0; i < rpipe->stages.size(); ++i) {
osg::ref_ptr<FGRenderingPipeline::Stage> stage = rpipe->stages[i];
buildStage(info, stage, cgroup, camera, view, projection, gc);
}
cgroup->addCamera(info);
return info;
}
void FGRenderer::setupRoot()
{
osg::StateSet* stateSet = _root->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::Depth(osg::Depth::LESS));
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc);
stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
// this will be set below
stateSet->setMode(GL_NORMALIZE, osg::StateAttribute::OFF);
osg::Material* material = new osg::Material;
stateSet->setAttribute(material);
stateSet->setTextureAttribute(0, new osg::TexEnv);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
osg::Hint* hint = new osg::Hint(GL_FOG_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/fog"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/polygon-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/line-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/point-smooth"));
stateSet->setAttribute(hint);
hint = new osg::Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
hint->setUpdateCallback(new FGHintUpdateCallback("/sim/rendering/perspective-correction"));
stateSet->setAttribute(hint);
}
void
FGRenderer::setupView( void )
{
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
osg::initNotifyLevel();
// The number of polygon-offset "units" to place between layers. In
// principle, one is supposed to be enough. In practice, I find that
// my hardware/driver requires many more.
osg::PolygonOffset::setUnitsMultiplier(1);
osg::PolygonOffset::setFactorMultiplier(1);
setupRoot();
// build the sky
// The sun and moon diameters are scaled down numbers of the
// actual diameters. This was needed to fit both the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
osg::ref_ptr<SGReaderWriterOptions> opt;
opt = SGReaderWriterOptions::fromPath(globals->get_fg_root());
opt->setPropertyNode(globals->get_props());
_sky->build( 80000.0, 80000.0,
463.3, 361.8,
*globals->get_ephem(),
fgGetNode("/environment", true),
opt.get());
viewer->getCamera()
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
// need to update the light on every frame
// OSG LightSource objects are rather confusing. OSG only supports
// the 10 lights specified by OpenGL itself; if more than one
// LightSource in the scene graph have the same light number, it's
// indeterminate which values will be used to render geometry that
// has that light number enabled. Also, adding children to a
// LightSource is just a shortcut for setting up a state set that
// has the corresponding OpenGL light enabled: a LightSource will
// affect geometry anywhere in the scene graph that has its light
// number enabled in a state set.
osg::ref_ptr<LightSource> lightSource = new LightSource;
lightSource->setName("FGLightSource");
lightSource->getLight()->setDataVariance(Object::DYNAMIC);
// relative because of CameraView being just a clever transform node
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
_viewerSceneRoot->addChild(lightSource);
// we need a white diffuse light for the phase of the moon
osg::ref_ptr<LightSource> sunLight = new osg::LightSource;
sunLight->setName("sunLightSource");
sunLight->getLight()->setDataVariance(Object::DYNAMIC);
sunLight->getLight()->setLightNum(1);
sunLight->setUpdateCallback(new FGLightSourceUpdateCallback(true));
sunLight->setReferenceFrame(osg::LightSource::RELATIVE_RF);
sunLight->setLocalStateSetModes(osg::StateAttribute::ON);
// Hang a StateSet above the sky subgraph in order to turn off
// light 0
Group* skyGroup = _sky->getPreRoot();
StateSet* skySS = skyGroup->getOrCreateStateSet();
skySS->setMode(GL_LIGHT0, StateAttribute::OFF);
sunLight->addChild(skyGroup);
if ( _classicalRenderer ) {
_root->addChild(sunLight);
}
osg::Group* sceneGroup = globals->get_scenery()->get_scene_graph();
sceneGroup->setName("rendererScene");
sceneGroup->setNodeMask(~simgear::BACKGROUND_BIT);
_root->addChild(sceneGroup);
// setup state-set for main scenery (including models and aircraft)
osg::StateSet* stateSet = sceneGroup->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
// enable disable specular highlights.
// is the place where we might plug in an other fragment shader ...
osg::LightModel* lightModel = new osg::LightModel;
lightModel->setUpdateCallback(new FGLightModelUpdateCallback);
stateSet->setAttribute(lightModel);
// switch to enable wireframe
osg::PolygonMode* polygonMode = new osg::PolygonMode;
polygonMode->setUpdateCallback(new FGWireFrameModeUpdateCallback);
stateSet->setAttributeAndModes(polygonMode);
// scene fog handling
osg::Fog* fog = new osg::Fog;
fog->setUpdateCallback(new FGFogUpdateCallback);
stateSet->setAttributeAndModes(fog);
stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
// plug in the GUI
osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
if (guiCamera) {
osg::Geode* geode = new osg::Geode;
geode->addDrawable(new SGHUDDrawable);
geode->addDrawable(new SGPuDrawable);
// Draw first (eg. before Canvas GUI)
guiCamera->insertChild(0, geode);
guiCamera->insertChild(0, FGPanelNode::create2DPanelNode());
}
osg::Switch* sw = new osg::Switch;
sw->setName("scenerySwitch");
sw->setUpdateCallback(new FGScenerySwitchCallback);
sw->addChild(_root.get());
_viewerSceneRoot->addChild(sw);
// The clouds are attached directly to the scene graph root
// because, in theory, they don't want the same default state set
// as the rest of the scene. This may not be true in practice.
if ( _classicalRenderer ) {
_viewerSceneRoot->addChild(_sky->getCloudRoot());
_viewerSceneRoot->addChild(FGCreateRedoutNode());
}
// Attach empty program to the scene root so that shader programs
// don't leak into state sets (effects) that shouldn't have one.
stateSet = _viewerSceneRoot->getOrCreateStateSet();
stateSet->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
if ( !_classicalRenderer ) {
_deferredRealRoot->addChild( _viewerSceneRoot.get() );
}
}
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( ) {
if (!_position_finalized || !_scenery_loaded->getBoolValue())
{
_splash_alpha->setDoubleValue(1.0);
return;
}
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
if (_splash_alpha->getDoubleValue()>0.0)
{
// Fade out the splash screen
const double fade_time = 0.5;
const double fade_steps_per_sec = 10;
double delay_time = SGMiscd::min(fade_time/fade_steps_per_sec,
(SGTimeStamp::now() - _splash_time).toSecs());
_splash_time = SGTimeStamp::now();
double sAlpha = _splash_alpha->getDoubleValue();
sAlpha -= SGMiscd::max(0.0,delay_time/fade_time);
FGScenerySwitchCallback::scenery_enabled = (sAlpha<1.0);
_splash_alpha->setDoubleValue((sAlpha < 0) ? 0.0 : sAlpha);
}
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
if (!_classicalRenderer ) {
_ambientFactor->set( toOsg(l->scene_ambient()) );
_sunDiffuse->set( toOsg(l->scene_diffuse()) );
_sunSpecular->set( toOsg(l->scene_specular()) );
_sunDirection->set( osg::Vec3f(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]) );
}
// update fog params
double actual_visibility;
if (_cloud_status->getBoolValue()) {
actual_visibility = _sky->get_visibility();
} else {
actual_visibility = _visibility_m->getDoubleValue();
}
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
FGViewer *current__view = globals->get_current_view();
// Force update of center dependent values ...
current__view->set_dirty();
osg::Camera *camera = viewer->getCamera();
SGVec4f clearColor(l->adj_fog_color());
camera->setClearColor(toOsg(clearColor));
updateSky();
// need to call the update visitor once
_frameStamp->setCalendarTime(*globals->get_time_params()->getGmt());
_updateVisitor->setViewData(current__view->getViewPosition(),
current__view->getViewOrientation());
SGVec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
_updateVisitor->setLight(direction, l->scene_ambient(),
l->scene_diffuse(), l->scene_specular(),
l->adj_fog_color(),
l->get_sun_angle()*SGD_RADIANS_TO_DEGREES);
_updateVisitor->setVisibility(actual_visibility);
simgear::GroundLightManager::instance()->update(_updateVisitor.get());
osg::Node::NodeMask cullMask = ~simgear::LIGHTS_BITS & ~simgear::PICK_BIT;
cullMask |= simgear::GroundLightManager::instance()
->getLightNodeMask(_updateVisitor.get());
if (_panel_hotspots->getBoolValue())
cullMask |= simgear::PICK_BIT;
CameraGroup::getDefault()->setCameraCullMasks(cullMask);
if ( !_classicalRenderer ) {
_fogColor->set( toOsg( l->adj_fog_color() ) );
_fogDensity->set( float( _updateVisitor->getFogExp2Density() ) );
}
}
void
FGRenderer::updateSky()
{
// update fog params if visibility has changed
double visibility_meters = _visibility_m->getDoubleValue();
_sky->set_visibility(visibility_meters);
double altitude_m = _altitude_ft->getDoubleValue() * SG_FEET_TO_METER;
_sky->modify_vis( altitude_m, 0.0 /* time factor, now unused */);
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
// The sun and moon distances are scaled down versions
// of the actual distance to get both the moon and the sun
// within the range of the far clip plane.
// Moon distance: 384,467 kilometers
// Sun distance: 150,000,000 kilometers
double sun_horiz_eff, moon_horiz_eff;
if (_horizon_effect->getBoolValue()) {
sun_horiz_eff
= 0.67 + pow(osg::clampAbove(0.5 + cos(l->get_sun_angle()),
0.0),
0.33) / 3.0;
moon_horiz_eff
= 0.67 + pow(osg::clampAbove(0.5 + cos(l->get_moon_angle()),
0.0),
0.33)/3.0;
} else {
sun_horiz_eff = moon_horiz_eff = 1.0;
}
SGSkyState sstate;
sstate.pos = globals->get_current_view()->getViewPosition();
sstate.pos_geod = globals->get_current_view()->getPosition();
sstate.ori = globals->get_current_view()->getViewOrientation();
sstate.spin = l->get_sun_rotation();
sstate.gst = globals->get_time_params()->getGst();
sstate.sun_dist = 50000.0 * sun_horiz_eff;
sstate.moon_dist = 40000.0 * moon_horiz_eff;
sstate.sun_angle = l->get_sun_angle();
SGSkyColor scolor;
scolor.sky_color = SGVec3f(l->sky_color().data());
scolor.adj_sky_color = SGVec3f(l->adj_sky_color().data());
scolor.fog_color = SGVec3f(l->adj_fog_color().data());
scolor.cloud_color = SGVec3f(l->cloud_color().data());
scolor.sun_angle = l->get_sun_angle();
scolor.moon_angle = l->get_moon_angle();
double delta_time_sec = _sim_delta_sec->getDoubleValue();
_sky->reposition( sstate, *globals->get_ephem(), delta_time_sec );
_sky->repaint( scolor, *globals->get_ephem() );
}
void
FGRenderer::resize( int width, int height )
{
int curWidth = _xsize->getIntValue(),
curHeight = _ysize->getIntValue();
SG_LOG(SG_VIEW, SG_DEBUG, "FGRenderer::resize: new size " << width << " x " << height);
if ((curHeight != height) || (curWidth != width)) {
// must guard setting these, or PLIB-PUI fails with too many live interfaces
_xsize->setIntValue(width);
_ysize->setIntValue(height);
}
}
typedef osgUtil::LineSegmentIntersector::Intersection Intersection;
SGVec2d uvFromIntersection(const Intersection& hit)
{
// Taken from http://trac.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgmovie/osgmovie.cpp
osg::Drawable* drawable = hit.drawable.get();
osg::Geometry* geometry = drawable ? drawable->asGeometry() : 0;
osg::Vec3Array* vertices =
geometry ? dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray()) : 0;
if( !vertices )
{
SG_LOG(SG_INPUT, SG_WARN, "Unable to get vertices for intersection.");
return SGVec2d(-9999,-9999);
}
// get the vertex indices.
const Intersection::IndexList& indices = hit.indexList;
const Intersection::RatioList& ratios = hit.ratioList;
if( indices.size() != 3 || ratios.size() != 3 )
{
SG_LOG( SG_INPUT,
SG_WARN,
"Intersection has insufficient indices to work with." );
return SGVec2d(-9999,-9999);
}
unsigned int i1 = indices[0];
unsigned int i2 = indices[1];
unsigned int i3 = indices[2];
float r1 = ratios[0];
float r2 = ratios[1];
float r3 = ratios[2];
osg::Array* texcoords =
(geometry->getNumTexCoordArrays() > 0) ? geometry->getTexCoordArray(0) : 0;
osg::Vec2Array* texcoords_Vec2Array =
dynamic_cast<osg::Vec2Array*>(texcoords);
if( !texcoords_Vec2Array )
{
SG_LOG(SG_INPUT, SG_WARN, "Unable to get texcoords for intersection.");
return SGVec2d(-9999,-9999);
}
// we have tex coord array so now we can compute the final tex coord at the
// point of intersection.
osg::Vec2 tc1 = (*texcoords_Vec2Array)[i1];
osg::Vec2 tc2 = (*texcoords_Vec2Array)[i2];
osg::Vec2 tc3 = (*texcoords_Vec2Array)[i3];
return toSG( osg::Vec2d(tc1 * r1 + tc2 * r2 + tc3 * r3) );
}
bool
FGRenderer::pick(std::vector<SGSceneryPick>& pickList, const osg::Vec2& windowPos)
{
// wipe out the return ...
pickList.clear();
typedef osgUtil::LineSegmentIntersector::Intersections Intersections;
Intersections intersections;
if (!computeIntersections(CameraGroup::getDefault(), windowPos, intersections))
return false;
for (Intersections::iterator hit = intersections.begin(),
e = intersections.end();
hit != e;
++hit) {
const osg::NodePath& np = hit->nodePath;
osg::NodePath::const_reverse_iterator npi;
for (npi = np.rbegin(); npi != np.rend(); ++npi) {
SGSceneUserData* ud = SGSceneUserData::getSceneUserData(*npi);
if (!ud || (ud->getNumPickCallbacks() == 0))
continue;
for (unsigned i = 0; i < ud->getNumPickCallbacks(); ++i) {
SGPickCallback* pickCallback = ud->getPickCallback(i);
if (!pickCallback)
continue;
SGSceneryPick sceneryPick;
sceneryPick.info.local = toSG(hit->getLocalIntersectPoint());
sceneryPick.info.wgs84 = toSG(hit->getWorldIntersectPoint());
if( pickCallback->needsUV() )
sceneryPick.info.uv = uvFromIntersection(*hit);
sceneryPick.callback = pickCallback;
pickList.push_back(sceneryPick);
} // of installed pick callbacks iteration
} // of reverse node path walk
}
return !pickList.empty();
}
void
FGRenderer::setViewer(osgViewer::Viewer* viewer_)
{
viewer = viewer_;
}
void
FGRenderer::setEventHandler(FGEventHandler* eventHandler_)
{
eventHandler = eventHandler_;
}
void
FGRenderer::addCamera(osg::Camera* camera, bool useSceneData)
{
_viewerSceneRoot->addChild(camera);
}
void
FGRenderer::removeCamera(osg::Camera* camera)
{
_viewerSceneRoot->removeChild(camera);
}
void
FGRenderer::setPlanes( double zNear, double zFar )
{
_planes->set( osg::Vec3f( - zFar, - zFar * zNear, zFar - zNear ) );
}
bool
fgDumpSceneGraphToFile(const char* filename)
{
osgViewer::Viewer* viewer = globals->get_renderer()->getViewer();
return osgDB::writeNodeFile(*viewer->getSceneData(), filename);
}
bool
fgDumpTerrainBranchToFile(const char* filename)
{
return osgDB::writeNodeFile( *globals->get_scenery()->get_terrain_branch(),
filename );
}
// For debugging
bool
fgDumpNodeToFile(osg::Node* node, const char* filename)
{
return osgDB::writeNodeFile(*node, filename);
}
namespace flightgear
{
using namespace osg;
class VisibleSceneInfoVistor : public NodeVisitor, CullStack
{
public:
VisibleSceneInfoVistor()
: NodeVisitor(CULL_VISITOR, TRAVERSE_ACTIVE_CHILDREN)
{
setCullingMode(CullSettings::SMALL_FEATURE_CULLING
| CullSettings::VIEW_FRUSTUM_CULLING);
setComputeNearFarMode(CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
}
VisibleSceneInfoVistor(const VisibleSceneInfoVistor& rhs)
{
}
META_NodeVisitor("flightgear","VisibleSceneInfoVistor")
typedef std::map<const std::string,int> InfoMap;
void getNodeInfo(Node* node)
{
const char* typeName = typeid(*node).name();
classInfo[typeName]++;
const std::string& nodeName = node->getName();
if (!nodeName.empty())
nodeInfo[nodeName]++;
}
void dumpInfo()
{
using namespace std;
typedef vector<InfoMap::iterator> FreqVector;
cout << "class info:\n";
FreqVector classes;
for (InfoMap::iterator itr = classInfo.begin(), end = classInfo.end();
itr != end;
++itr)
classes.push_back(itr);
sort(classes.begin(), classes.end(), freqComp);
for (FreqVector::iterator itr = classes.begin(), end = classes.end();
itr != end;
++itr) {
cout << (*itr)->first << " " << (*itr)->second << "\n";
}
cout << "\nnode info:\n";
FreqVector nodes;
for (InfoMap::iterator itr = nodeInfo.begin(), end = nodeInfo.end();
itr != end;
++itr)
nodes.push_back(itr);
sort (nodes.begin(), nodes.end(), freqComp);
for (FreqVector::iterator itr = nodes.begin(), end = nodes.end();
itr != end;
++itr) {
cout << (*itr)->first << " " << (*itr)->second << "\n";
}
cout << endl;
}
void doTraversal(Camera* camera, Node* root, Viewport* viewport)
{
ref_ptr<RefMatrix> projection
= createOrReuseMatrix(camera->getProjectionMatrix());
ref_ptr<RefMatrix> mv = createOrReuseMatrix(camera->getViewMatrix());
if (!viewport)
viewport = camera->getViewport();
if (viewport)
pushViewport(viewport);
pushProjectionMatrix(projection.get());
pushModelViewMatrix(mv.get(), Transform::ABSOLUTE_RF);
root->accept(*this);
popModelViewMatrix();
popProjectionMatrix();
if (viewport)
popViewport();
dumpInfo();
}
void apply(Node& node)
{
if (isCulled(node))
return;
pushCurrentMask();
getNodeInfo(&node);
traverse(node);
popCurrentMask();
}
void apply(Group& node)
{
if (isCulled(node))
return;
pushCurrentMask();
getNodeInfo(&node);
traverse(node);
popCurrentMask();
}
void apply(Transform& node)
{
if (isCulled(node))
return;
pushCurrentMask();
ref_ptr<RefMatrix> matrix = createOrReuseMatrix(*getModelViewMatrix());
node.computeLocalToWorldMatrix(*matrix,this);
pushModelViewMatrix(matrix.get(), node.getReferenceFrame());
getNodeInfo(&node);
traverse(node);
popModelViewMatrix();
popCurrentMask();
}
void apply(Camera& camera)
{
// Save current cull settings
CullSettings saved_cull_settings(*this);
// set cull settings from this Camera
setCullSettings(camera);
// inherit the settings from above
inheritCullSettings(saved_cull_settings, camera.getInheritanceMask());
// set the cull mask.
unsigned int savedTraversalMask = getTraversalMask();
bool mustSetCullMask = (camera.getInheritanceMask()
& osg::CullSettings::CULL_MASK) == 0;
if (mustSetCullMask)
setTraversalMask(camera.getCullMask());
osg::RefMatrix* projection = 0;
osg::RefMatrix* modelview = 0;
if (camera.getReferenceFrame()==osg::Transform::RELATIVE_RF) {
if (camera.getTransformOrder()==osg::Camera::POST_MULTIPLY) {
projection = createOrReuseMatrix(*getProjectionMatrix()
*camera.getProjectionMatrix());
modelview = createOrReuseMatrix(*getModelViewMatrix()
* camera.getViewMatrix());
}
else { // pre multiply
projection = createOrReuseMatrix(camera.getProjectionMatrix()
* (*getProjectionMatrix()));
modelview = createOrReuseMatrix(camera.getViewMatrix()
* (*getModelViewMatrix()));
}
} else {
// an absolute reference frame
projection = createOrReuseMatrix(camera.getProjectionMatrix());
modelview = createOrReuseMatrix(camera.getViewMatrix());
}
if (camera.getViewport())
pushViewport(camera.getViewport());
pushProjectionMatrix(projection);
pushModelViewMatrix(modelview, camera.getReferenceFrame());
traverse(camera);
// restore the previous model view matrix.
popModelViewMatrix();
// restore the previous model view matrix.
popProjectionMatrix();
if (camera.getViewport()) popViewport();
// restore the previous traversal mask settings
if (mustSetCullMask)
setTraversalMask(savedTraversalMask);
// restore the previous cull settings
setCullSettings(saved_cull_settings);
}
protected:
// sort in reverse
static bool freqComp(const InfoMap::iterator& lhs, const InfoMap::iterator& rhs)
{
return lhs->second > rhs->second;
}
InfoMap classInfo;
InfoMap nodeInfo;
};
bool printVisibleSceneInfo(FGRenderer* renderer)
{
osgViewer::Viewer* viewer = renderer->getViewer();
VisibleSceneInfoVistor vsv;
Viewport* vp = 0;
if (!viewer->getCamera()->getViewport() && viewer->getNumSlaves() > 0) {
const View::Slave& slave = viewer->getSlave(0);
vp = slave._camera->getViewport();
}
vsv.doTraversal(viewer->getCamera(), viewer->getSceneData(), vp);
return true;
}
}
// end of renderer.cxx