예제 #1
0
   void ViewportManager::LoadPresetCamera(int index)
   {
      dtDAL::Map* map = EditorData::GetInstance().getCurrentMap();
      if (map)
      {
         dtDAL::Map::PresetCameraData data = map->GetPresetCameraData(index);
         if (data.isValid)
         {
            Viewport* viewport = mViewportList["Perspective View"];
            if (viewport)
            {
               StageCamera* cam = viewport->getCamera();
               if (cam)
               {
                  cam->setPosition(data.persPosition);
                  cam->resetRotation();
                  cam->rotate(data.persRotation);
               }
            }
            viewport = mViewportList["Top View (XY)"];
            if (viewport)
            {
               StageCamera* cam = viewport->getCamera();
               if (cam)
               {
                  cam->setPosition(data.topPosition);
                  cam->setZoom(data.topZoom);
               }
            }
            viewport = mViewportList["Side View (YZ)"];
            if (viewport)
            {
               StageCamera* cam = viewport->getCamera();
               if (cam)
               {
                  cam->setPosition(data.sidePosition);
                  cam->setZoom(data.sideZoom);
               }
            }
            viewport = mViewportList["Front View (XZ)"];
            if (viewport)
            {
               StageCamera* cam = viewport->getCamera();
               if (cam)
               {
                  cam->setPosition(data.frontPosition);
                  cam->setZoom(data.frontZoom);
               }
            }

            refreshAllViewports();
         }
      }
   }
예제 #2
0
   void ViewportManager::SavePresetCamera(int index)
   {
      dtDAL::Map::PresetCameraData data;
      data.isValid = true;

      Viewport* viewport = mViewportList["Perspective View"];
      if (viewport)
      {
         StageCamera* cam = viewport->getCamera();
         if (cam)
         {
            data.persPosition = cam->getPosition();
            data.persRotation = cam->getOrientation();
         }
      }
      viewport = mViewportList["Top View (XY)"];
      if (viewport)
      {
         StageCamera* cam = viewport->getCamera();
         if (cam)
         {
            data.topPosition = cam->getPosition();
            data.topZoom     = cam->getZoom();
         }
      }
      viewport = mViewportList["Side View (YZ)"];
      if (viewport)
      {
         StageCamera* cam = viewport->getCamera();
         if (cam)
         {
            data.sidePosition = cam->getPosition();
            data.sideZoom     = cam->getZoom();
         }
      }
      viewport = mViewportList["Front View (XZ)"];
      if (viewport)
      {
         StageCamera* cam = viewport->getCamera();
         if (cam)
         {
            data.frontPosition = cam->getPosition();
            data.frontZoom     = cam->getZoom();
         }
      }

      dtDAL::Map* map = EditorData::GetInstance().getCurrentMap();
      if (map)
      {
         map->SetPresetCameraData(index, data);
         EditorData::GetInstance().getCurrentMap()->SetModified(true);
         EditorEvents::GetInstance().emitProjectChanged();
      }
   }
예제 #3
0
	//-----------------------------------------------------------------------
    bool BillboardChain::preRender(SceneManager* sm, RenderSystem* rsys)
    {
        // Retrieve the current viewport from the scene manager.
        // The viewport is only valid during a viewport update.
        Viewport *currentViewport = sm->getCurrentViewport();
        if( !currentViewport )
            return false;

        updateVertexBuffer(currentViewport->getCamera());
        return true;
    }
예제 #4
0
 //-----------------------------------------------------------------------
 void RenderTarget::_notifyCameraRemoved(const Camera* cam)
 {
     ViewportList::iterator i, iend;
     iend = mViewportList.end();
     for (i = mViewportList.begin(); i != iend; ++i)
     {
         Viewport* v = i->second;
         if (v->getCamera() == cam)
         {
             // disable camera link
             v->setCamera(0);
         }
     }
 }
예제 #5
0
//
// setup of the image generation stage
//
static void createAcquisitionStage()
{
    size_t num_ports = win->getMFPort()->size();
    if (num_ports == 0)
        return;

    UInt32 width  = win->getWidth();
    UInt32 height = win->getHeight();

    Real32 a = Real32(width) / Real32(height);
    width = UInt32(a*height);

    Viewport* vp = staticVp;

    Node* internalRoot = rootNode(mgr->getRoot());

    //
    // Setup the FBO
    //
    spSimpleFBO.reset(new SimpleFBO(width, height, true, true, true, false));
    
    //spSimpleFBO->fbo()->setPostProcessOnDeactivate(true);
    //spSimpleFBO->colorBuffer(0)->setReadBack(true);

    //
    // We would like to render the scene but won't detach it from its parent.
    // The VisitSubTree allows just that.
    //
    VisitSubTreeUnrecPtr visitor = VisitSubTree::create();
    visitor->setSubTreeRoot(internalRoot);
    NodeUnrecPtr visit_node = makeNodeFor(visitor);

    //
    // The stage object does provide a render target for the frame buffer attachment.
    // SimpleStage has a camera, a background and the left, right, top, bottom
    // fields to let you restrict rendering to a sub-rectangle of your FBO, i.e.
    // they give you a viewport.
    //
    SimpleStageUnrecPtr stage = SimpleStage::create();
    stage->setRenderTarget(spSimpleFBO->fbo());
    stage->setCamera      (vp->getCamera());
    stage->setBackground  (vp->getBackground());
    //
    // Give the stage core a place to live
    //
    NodeUnrecPtr stage_node = makeNodeFor(stage);
    stage_node->addChild(visit_node);

    //
    //   root
    //    |
    //    +- SimpleStage
    //            |
    //            +- VisitSubTree -> ApplicationScene
    //
    NodeUnrecPtr root = makeCoredNode<Group>();
    root->addChild(stage_node);

    //
    // Give the root node a place to live, i.e. create a passive
    // viewport and add it to the window.
    //
    ViewportUnrecPtr stage_viewport = PassiveViewport::create();
    stage_viewport->setRoot      (stage_node);
    stage_viewport->setBackground(vp->getBackground());
    stage_viewport->setCamera    (vp->getCamera());

    win->addPort(stage_viewport);

    mgr->update();
    win->renderNoFinish(mgr->getRenderAction());
    win->frameExit();
    win->deactivate ();

    //ImageUnrecPtr col_image = Image::create();
    //col_image->set(Image::OSG_RGBA_PF, width, height);
        
    //TextureObjChunk* texObj = spSimpleFBO->colorTexObj(0);
    //texObj->getImage()->subImage(0, 0, 0, width, height, 1, col_image);
    //col_image->write("d:/my_Test_opensg.png");

    win->subPortByObj(stage_viewport);
}
void MultiDisplayWindow::serverRender(Window           *window,
                                      UInt32            id,
                                      RenderActionBase *action)
{
    TileCameraDecoratorUnrecPtr deco;
    ViewportUnrecPtr serverPort;
    Viewport * clientPort;
    StereoBufferViewport *clientStereoPort;
    UInt32 sv,cv;
    Int32 l,r,t,b;
    Int32 cleft,cright,ctop,cbottom;

    if(!getHServers())
    {
        setHServers(getMFServers()->size());
    }
    if(!getVServers())
    {
        setVServers(1);
    }

    UInt32 row   =id/getHServers();
    UInt32 column=id%getHServers();

    // calculate width and height from local width and height
    UInt32 width  = window->getWidth() ;
    UInt32 height = window->getHeight();

    if(getWidth()==0)
    {
        setWidth( width*getHServers() );
    }
    if(getHeight()==0)
    {
        setHeight( height*getVServers() );
    }

    Int32 left   = column * width  - column * getXOverlap();
    Int32 bottom = row    * height - row    * getYOverlap();
    Int32 right  = left   + width  - 1;
    Int32 top    = bottom + height - 1;
    Real64 scaleCWidth  =
        ((width - getXOverlap()) * (getHServers() - 1) + width) /
        float(getWidth());
    Real64 scaleCHeight =
        ((height - getYOverlap())* (getVServers() - 1) + height)/
        float(getHeight());

    // duplicate viewports
    for(cv=0,sv=0; cv<getMFPort()->size(); cv++)
    {
        clientPort = getPort(cv);

        clientStereoPort = dynamic_cast<StereoBufferViewport *>(clientPort);

        cleft   = Int32(clientPort->getPixelLeft()      * scaleCWidth)   ;
        cbottom = Int32(clientPort->getPixelBottom()    * scaleCHeight)  ;
        cright  = Int32((clientPort->getPixelRight()+1) * scaleCWidth) -1;
        ctop    = Int32((clientPort->getPixelTop()+1)   * scaleCHeight)-1;

        if(cright  < left   ||
                cleft   > right  ||
                ctop    < bottom ||
                cbottom > top      )
        {
            // invisible on this server screen
            continue;
        }

        // calculate overlapping viewport
        l = osgMax(cleft  ,left  ) - left;
        b = osgMax(cbottom,bottom) - bottom;
        r = osgMin(cright ,right ) - left;
        t = osgMin(ctop   ,top   ) - bottom;

        if(window->getMFPort()->size() <= sv)
        {
            serverPort = dynamic_pointer_cast<Viewport>(
                             clientPort->shallowCopy());

            deco = TileCameraDecorator::create();

            window->addPort(serverPort);

            serverPort->setCamera(deco);
        }
        else
        {
            serverPort = window->getPort(sv);

            deco = dynamic_cast<TileCameraDecorator *>(
                       serverPort->getCamera());

            if(window->getPort(sv)->getType() != clientPort->getType())
            {
                // there is a viewport with the wrong type
                serverPort =
                    dynamic_pointer_cast<Viewport>(clientPort->shallowCopy());

                window->replacePort(sv,
                                    serverPort);//[sv] = serverPort;
                serverPort->setCamera(deco);
            }
            else
            {
                deco = dynamic_cast<TileCameraDecorator *>(
                           serverPort->getCamera());
            }
        }

        // update changed viewport fields
        updateViewport(serverPort, clientPort);

        // set viewport size
        serverPort->setSize(Real32(l),Real32(b),Real32(r),Real32(t));

        // use pixel even if pixel = 1
        if(serverPort->getLeft() == 1.0)
            serverPort->setLeft(1.0001f);

        if(serverPort->getRight() == 1.0)
            serverPort->setRight(1.0001f);

        if(serverPort->getTop() == 1.0)
            serverPort->setTop(1.0001f);

        if(serverPort->getBottom() == 1.0)
            serverPort->setBottom(1.0001f);

        // calculate tile parameters
        deco->setFullWidth ( cright-cleft );
        deco->setFullHeight( ctop-cbottom );
        deco->setSize( ( l+left-cleft     ) / float( cright-cleft ),
                       ( b+bottom-cbottom ) / float( ctop-cbottom ),
                       ( r+left-cleft     ) / float( cright-cleft ),
                       ( t+bottom-cbottom ) / float( ctop-cbottom ) );
        deco->setDecoratee( clientPort->getCamera() );

        sv++;
    }

    // remove unused ports
    while(window->getMFPort()->size()>sv)
    {
        window->subPort(sv);
    }

    Inherited::serverRender(window,id,action);
}
예제 #7
0
//
// FBO solution
//
static void writeHiResScreenShotFBO(const char* name, UInt32 width, UInt32 height)
{
    size_t num_ports = win->getMFPort()->size();
    if (num_ports == 0)
        return;
    //
    // calc image dimensions
    //
    UInt32 winWidth  = win->getWidth();
    UInt32 winHeight = win->getHeight();

    if (width  < winWidth ) width  = winWidth;
    if (height < winHeight) height = winHeight;

    Real32 a = Real32(winWidth) / Real32(winHeight);
    width = UInt32(a*height);

    //
    // output stream for writing the final image
    //
    std::ofstream stream(name, std::ios::binary);
    if (stream.good() == false)
        return;

    //
    // Setup the FBO
    //
    FrameBufferObjectUnrecPtr fbo = FrameBufferObject::create();
    //
    // We use two render buffers. One for the color buffer and one for the depth and
    // stencil buffer. This example does not take credit of the stencil buffer. There-
    // fore a depth buffer would suffice. However, the use of the combined depth and
    // stencil buffer is useful in other contextes and hence used.
    //
    RenderBufferUnrecPtr colBuf = RenderBuffer::create();
    RenderBufferUnrecPtr  dsBuf = RenderBuffer::create();
    //
    // As we would like to read back the FBO color buffer, we must provide a fitting
    // image.
    //
    ImageUnrecPtr buffer_image = Image::create();
    buffer_image->set(Image::OSG_RGBA_PF, winWidth, winHeight);
    colBuf->setImage(buffer_image);
    //
    // We must setup the internal image formats of the two render buffers accordingly.
    //
    colBuf->setInternalFormat(GL_RGBA);
    dsBuf ->setInternalFormat(GL_DEPTH24_STENCIL8_EXT);
    //
    // we must inform the FBO about the actual used color render buffers.
    //
    fbo->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    //
    // The FBO takes responsibility of the render buffers. Notice, that the shared
    // depth/stencil buffer is provided twice. As the depth render buffer and as the
    // stencil render buffer.
    //
    fbo->setColorAttachment  (colBuf, 0);
    fbo->setDepthAttachment  (dsBuf);
    fbo->setStencilAttachment(dsBuf);
    //
    // Also the FBO must be sized correctly.
    //
    fbo->setWidth (winWidth );
    fbo->setHeight(winHeight);
    //
    // In order to read the color buffer back next two statements are necessary.
    //
    fbo->setPostProcessOnDeactivate(true);
    fbo->getColorAttachments(0)->setReadBack(true);

    //
    // We tile the final image and render each tile with the screen resolution
    // into the FBO. The more tiles we use the bigger the resolution of the
    // final image gets with respect to a provided measure of length.
    //
    typedef boost::tuple<TileCameraDecoratorUnrecPtr, bool, SimpleStageUnrecPtr, ViewportUnrecPtr> TupleT;
    std::vector<TupleT> decorators;
    decorators.resize(num_ports);

    //
    // Remember the stage viewports for later cleanup
    //
    std::stack<ViewportUnrecPtr> stage_viewports;

    //
    // Setup the tile camera decorators for each viewport of the window and
    // disable the tile property of tileable viewport backgrounds.
    //
    for (size_t i = 0; i < num_ports; ++i) {
        Viewport* vp = win->getPort(i);

        TileCameraDecoratorUnrecPtr decorator = TileCameraDecorator::create();

        decorator->setFullSize (width, height);
        decorator->setDecoratee(vp->getCamera());

        vp->setCamera(decorator);

        bool bTiled = false;
        TileableBackground* tbg = dynamic_cast<TileableBackground*>(vp->getBackground());
        if (tbg) {
            bTiled = tbg->getTile();
            tbg->setTile(false);
        }

        //
        // The scene manager root node does not provide the illumination of the
        // scene. This is governed internally by the manager. However, to take
        // credit of the illumination we scan to the final parent of the scene
        // graph.
        //
        Node* internalRoot = rootNode(mgr->getRoot());
        //
        // We would like to render the scene but won't detach it from its parent.
        // The VisitSubTree allows just that.
        //
        VisitSubTreeUnrecPtr visitor = VisitSubTree::create();
        visitor->setSubTreeRoot(internalRoot);
        NodeUnrecPtr visit_node = makeNodeFor(visitor);
        //
        // We clone the camera of the first viewport and do not swap the buffer on later
        // rendering. This way the image generation process is not noticable in the
        // window.
        //
        CameraUnrecPtr camera = dynamic_pointer_cast<Camera>(vp->getCamera()->shallowCopy());
        //
        // The stage object does provide a render target for the frame buffer attachment.
        // SimpleStage has a camera, a background and the left, right, top, bottom
        // fields to let you restrict rendering to a sub-rectangle of your FBO, i.e.
        // they give you a viewport.
        //
        SimpleStageUnrecPtr stage = SimpleStage::create();
        stage->setRenderTarget(fbo);
        stage->setCamera      (decorator);
        stage->setBackground  (vp->getBackground());
        //
        // Give the stage core a place to live
        //
        NodeUnrecPtr stage_node = makeNodeFor(stage);
        stage_node->addChild(visit_node);
        //
        //   root
        //    |
        //    +- SimpleStage
        //            |
        //            +- VisitSubTree -> ApplicationScene
        //
        NodeUnrecPtr root = makeCoredNode<Group>();
        root->addChild(stage_node);
        //
        // Give the root node a place to live, i.e. create a passive
        // viewport and add it to the window.
        //
        ViewportUnrecPtr stage_viewport = PassiveViewport::create();
        stage_viewport->setRoot      (root);
        stage_viewport->setBackground(vp->getBackground());
        stage_viewport->setCamera    (camera);

        win->addPort(stage_viewport);

        //
        // remember the decorator, the background tile prop setting and the stage setup
        //
        decorators[i] = boost::make_tuple(decorator, bTiled, stage, stage_viewport);
    }

    //
    // We write the image in simple ppm format. This one starts with a description
    // header which we output once on first write.
    //
    bool write_header = true;

    //
    // Calc the max y start position (width). We process the tiles from bottom
    // up and from left tp right as determined by the image format.
    //
    UInt32 yPosLast = 0;
    for (; yPosLast < height-winHeight; yPosLast += winHeight);

    //
    // Process from bottom to top
    //
    for (Int32 yPos = yPosLast; yPos >= 0; yPos -= winHeight)
    {
        UInt32 ySize = std::min(winHeight, height - yPos);

        //
        // Collect the tile images for each row, i.e. we write the
        // image in row manner to disk. This way the main memory is
        // only moderately stressed.
        //
        std::vector<ImageUnrecPtr> vecColImages;

        //
        // Process from left to right
        //
        for (UInt32 xPos = 0; xPos < width; xPos += winWidth)
        {
            UInt32 xSize = std::min(winWidth, width - xPos);
            //
            // The current tile image
            //
            ImageUnrecPtr col_image = Image::create();
            col_image->set(Image::OSG_RGBA_PF, xSize, ySize);
            //
            // Adapt the tile camera decorator boxes to the current tile
            //
            for (size_t i = 0; i < num_ports; ++i)
            {
                //
                // this tile does not fill the whole FBO - adjust to only render
                // to a part of it
                //
                decorators[i].get<2>()->setLeft  (0.f);
                decorators[i].get<2>()->setRight (xSize / float(winWidth));
                decorators[i].get<2>()->setBottom(0.f);
                decorators[i].get<2>()->setTop   (ySize / float(winHeight));

                TileCameraDecorator* decorator = decorators[i].get<0>();

                decorator->setSize( xPos / float(width),
                                    yPos / float(height),
                          (xPos + xSize) / float(width),
                          (yPos + ySize) / float(height) );

            }
            //
            // render the tile
            //
            mgr->update();
            win->renderNoFinish(mgr->getRenderAction());
            win->frameExit();
            win->deactivate ();

            //
            // Copy the image into the tile image stored for later processing
            //
            if(fbo)
            {
                RenderBuffer* grabber = dynamic_cast<RenderBuffer*>(fbo->getColorAttachments(0));

                if(grabber)
                {
                    grabber->getImage()->subImage(0, 0, 0, xSize, ySize, 1, col_image);
                }
            }

            vecColImages.push_back(col_image);
        }

        //
        // Write the image format header once
        //
        if (write_header) {
            write_header = false;
            if (!writePNMImagesHeader(vecColImages, width, height, stream)) break;
        }
        //
        // Write the current column
        //
        if (!writePNMImagesData(vecColImages, stream)) break;
        //
        // Forget the current column images
        //
        vecColImages.clear();
    }

    //
    // restore window and cleanup
    //
    for (size_t i = 0; i < num_ports; ++i) {
        win->subPortByObj(decorators[i].get<3>());

        Viewport* vp = win->getPort(i);
        vp->setCamera(decorators[i].get<0>()->getDecoratee());
        vp->setSize(0, 0, 1, 1);

        TileableBackground* tbg = dynamic_cast<TileableBackground*>(vp->getBackground());
        if (tbg)
            tbg->setTile(decorators[i].get<1>());
    }
}
예제 #8
0
//
// GrabForeground based solution
//
static void writeHiResScreenShot(
    const char* name,
    UInt32 width,
    UInt32 height)
{
    size_t num_ports = win->getMFPort()->size();
    if (num_ports == 0)
        return;
    //
    // calc image dimensions
    //
    UInt32 winWidth  = win->getWidth();
    UInt32 winHeight = win->getHeight();

    if (width  < winWidth ) width  = winWidth;
    if (height < winHeight) height = winHeight;

    Real32 a = Real32(winWidth) / Real32(winHeight);
    width = UInt32(a*height);

    //
    // output stream for writing the final image
    //
    std::ofstream stream(name, std::ios::binary);

    if (stream.good() == false)
        return;

    //
    // Tile image used for foreground grabbing
    //
    ImageUnrecPtr grab_image = Image::create();

    GrabForegroundUnrecPtr grabber = GrabForeground::create();
    grabber->setImage     (grab_image);
    grabber->setActive    (true);
    grabber->setAutoResize(false);

    //
    // We tile the final image and render each tile with the screen resolution
    // into the window. The more tiles we use the bigger the resolution of the
    // final image gets with respect to a provided measure of length.
    //
    typedef boost::tuple<TileCameraDecoratorUnrecPtr, bool> TupleT;
    std::vector<TupleT> decorators;
    decorators.resize(num_ports);

    //
    // Setup the tile camera decorators for each viewport of the window and
    // disable the tile property of tileable viewport backgrounds.
    //
    for (size_t i = 0; i < num_ports; ++i) {
        Viewport* vp = win->getPort(i);

        TileCameraDecoratorUnrecPtr decorator = TileCameraDecorator::create();

        decorator->setFullSize (width, height);
        decorator->setDecoratee(vp->getCamera());

        vp->setCamera(decorator);

        bool bTiled = false;
        TileableBackground* tbg = dynamic_cast<TileableBackground*>(vp->getBackground());
        if (tbg) {
            bTiled = tbg->getTile();
            tbg->setTile(false);
        }

        //
        // remember the decorator and the background tile prop setting
        //
        decorators[i] = boost::make_tuple(decorator, bTiled);
    }

    //
    // Add the grabber to the forgrounds of the first viewport
    //
    Viewport* vp0 = win->getPort(0);
    vp0->addForeground(grabber);

    //
    // We write the image in simple ppm format. This one starts with a description
    // header which we output once on first write.
    //
    bool write_header = true;

    //
    // Calc the max y start position (width). We process the tiles from bottom
    // up and from left tp right as determined by the image format.
    //
    UInt32 yPosLast = 0;
    for (; yPosLast < height-winHeight; yPosLast += winHeight);

    //
    // Process from bottom to top
    //
    for (Int32 yPos = yPosLast; yPos >= 0; yPos -= winHeight)
    {
        UInt32 ySize = std::min(winHeight, height - yPos);

        //
        // Collect the tile images for each row, i.e. we write the
        // image in row manner to disk. This way the main memory is
        // only moderately stressed.
        //
        std::vector<ImageUnrecPtr> vecColImages;

        //
        // Process from left to right
        //
        for (UInt32 xPos = 0; xPos < width; xPos += winWidth)
        {
            UInt32 xSize = std::min(winWidth, width - xPos);
            //
            // The current tile image
            //
            ImageUnrecPtr col_image = Image::create();
            col_image->set(Image::OSG_RGBA_PF, xSize, ySize);
            //
            // Adapt the tile camera decorator boxes to the current tile
            //
            for (size_t i = 0; i < num_ports; ++i) {
                Viewport* vp = win->getPort(i);
                vp->setSize(0, 0, xSize, ySize);

                TileCameraDecorator* decorator = decorators[i].get<0>();

                decorator->setSize( xPos / float(width),
                                    yPos / float(height),
                          (xPos + xSize) / float(width),
                          (yPos + ySize) / float(height) );
            }
            //
            // Adapt the grabber image size to the current tile dimension
            //
            grab_image->set(Image::OSG_RGBA_PF, xSize, ySize);
            //
            // render the tile
            //
            mgr->redraw();
            //
            // Copy the image into the tile image stored for later processing
            //
            col_image->setSubData(0, 0, 0, xSize, ySize, 1, grabber->getImage()->getData());

            vecColImages.push_back(col_image);
        }

        //
        // Write the image format header once
        //
        if (write_header) {
            write_header = false;
            if (!writePNMImagesHeader(vecColImages, width, height, stream)) break;
        }
        //
        // Write the current column
        //
        if (!writePNMImagesData(vecColImages, stream)) break;
        //
        // Forget the current column images
        //
        vecColImages.clear();
    }

    //
    // restore window and cleanup
    //
    vp0->removeObjFromForegrounds(grabber);

    for (size_t i = 0; i < num_ports; ++i) {
        Viewport* vp = win->getPort(i);

        vp->setCamera(decorators[i].get<0>()->getDecoratee());
        vp->setSize(0, 0, 1, 1);

        TileableBackground* tbg = dynamic_cast<TileableBackground*>(vp->getBackground());
        if (tbg)
            tbg->setTile(decorators[i].get<1>());
    }
}
void SortLastWindow::serverRender(Window           *serverWindow,
                                  UInt32            id,
                                  RenderActionBase *action      )
{
    ViewportUnrecPtr  serverPort  = NULL;
    Viewport         *clientPort  = NULL;
    UInt32            sv          = 0;
    UInt32            cv          = 0;

    // duplicate viewports
    for(cv = 0, sv = 0; cv < getMFPort()->size(); ++cv)
    {
        clientPort = getPort(cv);

        if(serverWindow->getMFPort()->size() <= sv)
        {
            // create new port
            serverPort = Viewport::create();

            serverWindow->addPort(serverPort);
        }
        else
        {
            serverPort = serverWindow->getPort(sv);
        }

        // duplicate values

        if(getWidth() && getHeight())
        {
           serverPort->setSize(clientPort->calcPixelLeft  (),
                               clientPort->calcPixelBottom(),
                               clientPort->calcPixelRight (),
                               clientPort->calcPixelTop   ());
        }
        else
        {
            serverPort->setSize(0,0,0,0); 
        }
  
        serverPort->setCamera    (clientPort->getCamera    ());
        serverPort->setRoot      (clientPort->getRoot      ());
        serverPort->setBackground(clientPort->getBackground());

        // ignore statistics foreground
        serverPort->clearForegrounds();

        for(UInt32 f = 0 ; f < serverPort->getMFForegrounds()->size(); ++f)
        {
            Foreground *fg = clientPort->getForegrounds(f);

            StatisticsForeground *sfg = 
                dynamic_cast<StatisticsForeground *>(fg);

            if(sfg == NULL)
            {
                serverPort->addForeground(fg);
            }
        }

        serverPort->setTravMask(clientPort->getTravMask());

        sv++;
    }

    // remove unused ports
    while(serverWindow->getMFPort()->size() > sv)
    {
        serverWindow->subPort(sv);
    }

    // setup visible nodes
    setupNodes(id);

    // render the viewports
    serverWindow->activate();
    serverWindow->frameInit();

    action->setWindow(serverWindow);

    if(getComposer() != NULL)
        getComposer()->startFrame();

    for(sv = 0; sv < serverWindow->getMFPort()->size(); ++sv)
    {
        Viewport *vp = serverWindow->getPort(sv);

        if(getComposer() != NULL)
            getComposer()->startViewport(vp);

        // render
        vp->render(action);

        // compose single viewport
        if(getComposer() != NULL)
            getComposer()->composeViewport(vp);
    }

    // compose whole window
    if(getComposer() != NULL)
        getComposer()->composeWindow();
}