void Virvo::initStateset() { StateSet *stateset = new StateSet(); stateset->setMode(GL_LIGHTING, StateAttribute::OFF); stateset->setMode(GL_BLEND, StateAttribute::ON); stateset->setRenderBinDetails(100, "RenderBin"); // draw after everything else setStateSet(stateset); }
// Create and return a StateSet appropriate for performing an occlusion // query test (disable lighting, texture mapping, etc). Probably some // room for improvement here. Could disable shaders, for example. StateSet* initOQState() { StateSet* state = new StateSet; // TBD Possible bug, need to allow user to set render bin number. state->setRenderBinDetails( 9, "RenderBin" ); state->setMode( GL_LIGHTING, StateAttribute::OFF | StateAttribute::PROTECTED); state->setTextureMode( 0, GL_TEXTURE_2D, StateAttribute::OFF | StateAttribute::PROTECTED); state->setMode( GL_CULL_FACE, StateAttribute::ON | StateAttribute::PROTECTED); ColorMask* cm = new ColorMask( false, false, false, false ); state->setAttributeAndModes( cm, StateAttribute::ON | StateAttribute::PROTECTED); Depth* d = new Depth( Depth::LEQUAL, 0.f, 1.f, false ); state->setAttributeAndModes( d, StateAttribute::ON | StateAttribute::PROTECTED); PolygonMode* pm = new PolygonMode( PolygonMode::FRONT_AND_BACK, PolygonMode::FILL ); state->setAttributeAndModes( pm, StateAttribute::ON | StateAttribute::PROTECTED); PolygonOffset* po = new PolygonOffset( -1., -1. ); state->setAttributeAndModes( po, StateAttribute::ON | StateAttribute::PROTECTED); return state; }
Node *makeSky( void ) { int i, j; float lev[] = { -5, -1.0, 1.0, 15.0, 30.0, 60.0, 90.0 }; float cc[][4] = { { 0.0, 0.0, 0.15 }, { 0.0, 0.0, 0.15 }, { 0.4, 0.4, 0.7 }, { 0.2, 0.2, 0.6 }, { 0.1, 0.1, 0.6 }, { 0.1, 0.1, 0.6 }, { 0.1, 0.1, 0.6 }, }; float x, y, z; float alpha, theta; float radius = 20.0f; int nlev = sizeof( lev )/sizeof(float); Geometry *geom = new Geometry; Vec3Array& coords = *(new Vec3Array(19*nlev)); Vec4Array& colors = *(new Vec4Array(19*nlev)); Vec2Array& tcoords = *(new Vec2Array(19*nlev)); int ci = 0; for( i = 0; i < nlev; i++ ) { for( j = 0; j <= 18; j++ ) { alpha = osg::DegreesToRadians(lev[i]); theta = osg::DegreesToRadians((float)(j*20)); x = radius * cosf( alpha ) * cosf( theta ); y = radius * cosf( alpha ) * -sinf( theta ); z = radius * sinf( alpha ); coords[ci][0] = x; coords[ci][1] = y; coords[ci][2] = z; colors[ci][0] = cc[i][0]; colors[ci][1] = cc[i][1]; colors[ci][2] = cc[i][2]; colors[ci][3] = 1.0; tcoords[ci][0] = (float)j/18.0; tcoords[ci][1] = (float)i/(float)(nlev-1); ci++; } } for( i = 0; i < nlev-1; i++ ) { DrawElementsUShort* drawElements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP); drawElements->reserve(38); for( j = 0; j <= 18; j++ ) { drawElements->push_back((i+1)*19+j); drawElements->push_back((i+0)*19+j); } geom->addPrimitiveSet(drawElements); } geom->setVertexArray( &coords ); geom->setTexCoordArray( 0, &tcoords ); geom->setColorArray( &colors ); geom->setColorBinding( Geometry::BIND_PER_VERTEX ); Texture2D *tex = new Texture2D; tex->setImage(osgDB::readImageFile("Images/white.rgb")); StateSet *dstate = new StateSet; dstate->setTextureAttributeAndModes(0, tex, StateAttribute::OFF ); dstate->setTextureAttribute(0, new TexEnv ); dstate->setMode( GL_LIGHTING, StateAttribute::OFF ); dstate->setMode( GL_CULL_FACE, StateAttribute::ON ); // clear the depth to the far plane. osg::Depth* depth = new osg::Depth; depth->setFunction(osg::Depth::ALWAYS); depth->setRange(1.0,1.0); dstate->setAttributeAndModes(depth,StateAttribute::ON ); dstate->setRenderBinDetails(-2,"RenderBin"); geom->setStateSet( dstate ); Geode *geode = new Geode; geode->addDrawable( geom ); geode->setName( "Sky" ); return geode; }
ImpostorSprite* Impostor::createImpostorSprite(osgUtil::CullVisitor* cv) { unsigned int contextID = cv->getState() ? cv->getState()->getContextID() : 0; osgSim::ImpostorSpriteManager* impostorSpriteManager = dynamic_cast<osgSim::ImpostorSpriteManager*>(cv->getUserData()); if (!impostorSpriteManager) { impostorSpriteManager = new osgSim::ImpostorSpriteManager; cv->setUserData(impostorSpriteManager); } // default to true right now, will dertermine if perspective from the // projection matrix... bool isPerspectiveProjection = true; const Matrix& matrix = *(cv->getModelViewMatrix()); const BoundingSphere& bs = getBound(); osg::Vec3 eye_local = cv->getEyeLocal(); if (!bs.valid()) { OSG_WARN << "bb invalid"<<std::endl; return NULL; } Vec3 center_local = bs.center(); Vec3 camera_up_local = cv->getUpLocal(); Vec3 lv_local = center_local-eye_local; float distance_local = lv_local.length(); lv_local /= distance_local; Vec3 sv_local = lv_local^camera_up_local; sv_local.normalize(); Vec3 up_local = sv_local^lv_local; float width = bs.radius(); if (isPerspectiveProjection) { // expand the width to account for projection onto sprite. width *= (distance_local/sqrtf(distance_local*distance_local-bs.radius2())); } // scale up and side vectors to sprite width. up_local *= width; sv_local *= width; // create the corners of the sprite. Vec3 c00(center_local - sv_local - up_local); Vec3 c10(center_local + sv_local - up_local); Vec3 c01(center_local - sv_local + up_local); Vec3 c11(center_local + sv_local + up_local); // calc texture size for eye, bs. // convert the corners of the sprite (in world coords) into their // equivalent window coordinates by using the camera's project method. const osg::Matrix& MVPW = *(cv->getMVPW()); Vec3 c00_win = c00 * MVPW; Vec3 c11_win = c11 * MVPW; // adjust texture size to be nearest power of 2. float s = c11_win.x()-c00_win.x(); float t = c11_win.y()-c00_win.y(); // may need to reverse sign of width or height if a matrix has // been applied which flips the orientation of this subgraph. if (s<0.0f) s = -s; if (t<0.0f) t = -t; // bias value used to assist the rounding up or down of // the texture dimensions to the nearest power of two. // bias near 0.0 will almost always round down. // bias near 1.0 will almost always round up. float bias = 0.7f; float sp2 = logf((float)s)/logf(2.0f); float rounded_sp2 = floorf(sp2+bias); int new_s = (int)(powf(2.0f,rounded_sp2)); float tp2 = logf((float)t)/logf(2.0f); float rounded_tp2 = floorf(tp2+bias); int new_t = (int)(powf(2.0f,rounded_tp2)); const osg::Viewport& viewport = *(cv->getViewport()); // if dimension is bigger than window divide it down. while (new_s>viewport.width()) new_s /= 2; // if dimension is bigger than window divide it down. while (new_t>viewport.height()) new_t /= 2; // create the impostor sprite. ImpostorSprite* impostorSprite = impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,cv->getTraversalNumber()-cv->getNumberOfFrameToKeepImpostorSprites()); if (impostorSprite==NULL) { OSG_WARN<<"Warning: unable to create required impostor sprite."<<std::endl; return NULL; } // update frame number to show that impostor is in action. impostorSprite->setLastFrameUsed(cv->getTraversalNumber()); // have successfully created an impostor sprite so now need to // add it into the impostor. addImpostorSprite(contextID,impostorSprite); if (cv->getDepthSortImpostorSprites()) { // the depth sort bin should probably be user definable, // will look into this later. RO July 2001. StateSet* stateset = impostorSprite->getStateSet(); stateset->setRenderBinDetails(10,"DepthSortedBin"); } osg::Texture2D* texture = impostorSprite->getTexture(); texture->setTextureSize(new_s, new_t); texture->setInternalFormat(GL_RGBA); texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); // update frame number to show that impostor is in action. impostorSprite->setLastFrameUsed(cv->getTraversalNumber()); Vec3* coords = impostorSprite->getCoords(); Vec2* texcoords = impostorSprite->getTexCoords(); coords[0] = c01; texcoords[0].set(0.0f,1.0f); coords[1] = c00; texcoords[1].set(0.0f,0.0f); coords[2] = c10; texcoords[2].set(1.0f,0.0f); coords[3] = c11; texcoords[3].set(1.0f,1.0f); impostorSprite->dirtyBound(); Vec3* controlcoords = impostorSprite->getControlCoords(); if (isPerspectiveProjection) { // deal with projection issue by moving the coorners of the quad // towards the eye point. float ratio = width/(center_local-eye_local).length(); float one_minus_ratio = 1.0f-ratio; Vec3 eye_local_ratio = eye_local*ratio; controlcoords[0] = coords[0]*one_minus_ratio + eye_local_ratio; controlcoords[1] = coords[1]*one_minus_ratio + eye_local_ratio; controlcoords[2] = coords[2]*one_minus_ratio + eye_local_ratio; controlcoords[3] = coords[3]*one_minus_ratio + eye_local_ratio; } else { // project the control points forward towards the eyepoint, // but since this an othographics projection this projection is // parallel. Vec3 dv = lv_local*width; controlcoords[0] = coords[0]-dv; controlcoords[1] = coords[1]-dv; controlcoords[2] = coords[2]-dv; controlcoords[3] = coords[3]-dv; } impostorSprite->setStoredLocalEyePoint(eye_local); Vec3 eye_world(0.0,0.0,0.0); Vec3 center_world = bs.center()*matrix; osg::Camera* camera = impostorSprite->getCamera(); if (!camera) { camera = new osg::Camera; impostorSprite->setCamera(camera); } camera->setCullCallback(new ImpostorTraverseNodeCallback(this)); osgUtil::RenderStage* previous_stage = cv->getRenderStage(); // set up the background color and clear mask. osg::Vec4 clear_color = previous_stage->getClearColor(); clear_color[3] = 0.0f; // set thae alpha to zero. camera->setClearColor(clear_color); camera->setClearMask(previous_stage->getClearMask()); // adjust camera left,right,up,down to fit (in world coords) Vec3 near_local ( center_local-lv_local*width ); Vec3 far_local ( center_local+lv_local*width ); Vec3 top_local ( center_local+up_local); Vec3 right_local ( center_local+sv_local); Vec3 near_world = near_local * matrix; Vec3 far_world = far_local * matrix; Vec3 top_world = top_local * matrix; Vec3 right_world = right_local * matrix; float znear = (near_world-eye_world).length(); float zfar = (far_world-eye_world).length(); float top = (top_world-center_world).length(); float right = (right_world-center_world).length(); znear *= 0.9f; zfar *= 1.1f; // set up projection. if (isPerspectiveProjection) { // deal with projection issue move the top and right points // onto the near plane. float ratio = znear/(center_world-eye_world).length(); top *= ratio; right *= ratio; camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar); } else { camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar); } Vec3 rotate_from = bs.center()-eye_local; Vec3 rotate_to = cv-> getLookVectorLocal(); osg::Matrix rotate_matrix = osg::Matrix::translate(-eye_local)* osg::Matrix::rotate(rotate_from,rotate_to)* osg::Matrix::translate(eye_local)* *cv->getModelViewMatrix(); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(rotate_matrix); camera->setViewport(0,0,new_s,new_t); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER); // set the camera to render before the main camera. camera->setRenderOrder(osg::Camera::PRE_RENDER); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture); // do the cull traversal on the subgraph camera->accept(*cv); return impostorSprite; }