Пример #1
0
FPoint2 vtSpriteSizer::GetWindowCenter()
{
	FPoint2 center = m_window_rect.Center();
	IPoint2 size = vtGetScene()->GetWindowSize();
	center.y = size.y - center.y;
	return center;
}
Пример #2
0
void TerrainPicker::FindGroundPoint()
{
    if (!m_pHeightField) return;

    FPoint3 pos, dir, result;

    vtGetScene()->CameraRay(m_pos, pos, dir);

    // test whether we hit the heightfield
    m_bOnTerrain = m_pHeightField->CastRayToSurface(pos, dir, result);
    if (!m_bOnTerrain)
        return;

    for (uint i = 0; i < NumTargets(); i++)
    {
        vtTransform *pTarget = (vtTransform *) GetTarget(i);
        pTarget->SetTrans(result);
    }

    // save result
    m_GroundPoint = result;

    // Find corresponding earth coordinates
    g_Conv.ConvertToEarth(m_GroundPoint, m_EarthPos);
}
Пример #3
0
///////////////////////////////////////////////////////////////////////
// vtSpriteSizer
//   An engine to put sprites in the right place.
//
vtSpriteSizer::vtSpriteSizer(vtImageSprite *pSprite, float l, float t, float r, float b)
{
	m_pSprite = pSprite;
	m_fRotation = 0.0f;
	m_rect.SetRect(l, t, r, b);
	IPoint2 size = vtGetScene()->GetWindowSize();
	OnWindowSize(size.x, size.y);
}
Пример #4
0
void LocationDlg::OnPlayToDisk( wxCommandEvent &event )
{
	if (m_iAnim == -1)
	{
		wxMessageBox(_("Please select an animpath to record."));
		return;
	}

	// Ask for directory to place the images
	wxDirDialog getDir(NULL, _("Output directory for the images"));
	bool bResult = (getDir.ShowModal() == wxID_OK);
	if (!bResult)
		return;
	wxString dir = getDir.GetPath();

	// Make sure there is a trailing slash
	if (dir.Length() > 1)
	{
		char ch = dir.GetChar(dir.Length()-1);
		if (ch != '/' && ch != '\\')
			dir += _T("/");
	}

	// Ask for unit of (animation) time for each frame
	wxString value;
	value.Printf(_T("%.1f"), 0.1f);
	wxString step = wxGetTextFromUser(_("Animation time step for each frame, in seconds:"),
		_("Animation"), value, this);
	if (step == _T(""))
		return;
	float fStep = atof(step.mb_str(wxConvUTF8));

	vtAnimPathEngine *engine = GetEngine(m_iAnim);
	vtAnimPath *path = engine->GetAnimationPath();

	wxString msg;
	msg.Printf(_("The animation of %.2f seconds will be recorded as %d frames (%.2f/sec)"),
		path->GetLastTime(), (int) (path->GetLastTime()/fStep), 1.0f/fStep);
	if (wxMessageBox(msg, _("Animation"), wxOK+wxCANCEL) == wxCANCEL)
		return;

	OpenProgressDialog(_("Output"), _T(""), true, this);

	PlayToDiskEngine *eng = new PlayToDiskEngine;
	eng->bReady = false;
	eng->directory = dir.mb_str(wxConvUTF8);
	eng->step = 0;
	eng->fStep = fStep;
	eng->fTotal = path->GetLastTime();
	eng->engine = engine;

	// If we use a regular engine, it is possible (due to timing) that it
	//  will capture the window contents at the wrong time (a blank window).
	// So, we add it to the list of engines that are called _after_ draw.
	vtGetScene()->SetPostDrawEngine(eng);
}
Пример #5
0
void App::process_mouse_motion(const SDL_Event &sdle)
{
	// turn SDL mouse move event into a VT mouse event
	vtMouseEvent event;
	event.type = VT_MOVE;
	event.button = VT_NONE;
	event.flags = process_modifiers();
	event.pos.Set(sdle.motion.x, sdle.motion.y);

	vtGetScene()->OnMouse(event);
}
Пример #6
0
static
PyObject *vtpSimple_setCanvasSize(PyObject* self, PyObject* args)
{
  int width, height;
  if (!PyArg_ParseTuple(args, "ii", &width, &height))
	return NULL;
  //printf("window: %i %i\n", width, height);
  vtGetScene()->SetWindowSize(width, height);

  Py_INCREF(Py_None);
  return Py_None;
}
Пример #7
0
static
PyObject *vtpSimple_updateScene(PyObject* self, PyObject* args)
{
  if (!m_bPainting) {
	m_bPainting = true;
	vtGetScene()->DoUpdate();
	m_iConsecutiveMousemoves = 0;
	m_bPainting = false;
  }

  Py_INCREF(Py_None);
  return Py_None;
}
Пример #8
0
void GlobePicker::Eval()
{
    FPoint3 pos, dir;

    vtGetScene()->CameraRay(m_pos, pos, dir);

    // test whether we hit the globe
    FSphere sphere(FPoint3(0.0f, 0.0f, 0.0f), (float)m_fRadius);
    FPoint3 akPoint[2];
    int riQuantity;

    m_bOnTerrain = RaySphereIntersection(pos, dir, sphere, riQuantity, akPoint);
    if (m_bOnTerrain)
    {
        // save result
        m_GroundPoint = akPoint[0];

        // apply global position to target (which is not a child of the globe)
        vtTransform *pTarget = (vtTransform *) GetTarget();
        if (pTarget)
        {
            pTarget->Identity();
            pTarget->SetTrans(m_GroundPoint);
            pTarget->PointTowards(m_GroundPoint * 2.0f);
            pTarget->Scale(m_fTargetScale);
        }

        if (m_pGlobe)
        {
            // rotate to find position relative to globe's rotation
            vtTransform *xform = m_pGlobe->GetTop();
            FMatrix4 rot;
            xform->GetTransform1(rot);
            FMatrix4 inverse;
            inverse.Invert(rot);
            FPoint3 newpoint;

            // work around SML bug: matrices flagged as identity but
            // will still transform by their components
            if (! inverse.IsIdentity())
            {
                inverse.Transform(m_GroundPoint, newpoint);
                m_GroundPoint = newpoint;
            }
        }

        // Find corresponding geographic coordinates
        xyz_to_geo(m_fRadius, m_GroundPoint, m_EarthPos);
    }
}
Пример #9
0
void EnviroGUI::SetupScene3()
{
	GetFrame()->Setup3DScene();

#if wxUSE_JOYSTICK || WIN32
	if (g_Options.m_bUseJoystick)
	{
		m_pJFlyer = new vtJoystickEngine;
		m_pJFlyer->setName("Joystick");
		vtGetScene()->AddEngine(m_pJFlyer);
		m_pJFlyer->AddTarget(m_pNormalCamera);
	}
#endif
}
Пример #10
0
void CSaveImageOSG::operator () (osg::RenderInfo& renderInfo) const
{
	osgViewer::Viewer *pViewer = vtGetScene()->getViewer();

	// Save the file
    osgDB::writeImageFile(*m_pImage, m_FileName);

	// Remove the camera from the viewer
	pViewer->removeSlave(pViewer->findSlaveIndexForCamera(m_pCamera));
	// Take the camera out of the rendering context
	m_pCamera->setGraphicsContext(NULL);

	// Delay deleting the camera until the next frame
	pViewer->getCamera()->setPreDrawCallback(new MyDeleteCallback(m_pCamera.get()));
}
Пример #11
0
void EnviroFrame::DeleteCanvas()
{
	// Tell our graphics context that there is no canvas.
	GraphicsWindowWX *pGW = (GraphicsWindowWX*) vtGetScene()->GetGraphicsWindow();
	if (pGW) {
		pGW->CloseOsgContext();
		pGW->SetCanvas(NULL);
	}
	if (m_canvas)
	{
		m_canvas->m_bRunning = false;
		delete m_canvas;
		m_canvas = NULL;
	}
}
Пример #12
0
void EnviroFrame::UpdateLODInfo()
{
	if (!m_pLODDlg)
		return;

	vtTerrain *terr = g_App.GetCurrentTerrain();
	if (!terr)
		return;
	vtTiledGeom *geom = terr->GetTiledGeom();
	if (geom)
	{
		float fmin = log(TILEDGEOM_RESOLUTION_MIN);
		float fmax = log(TILEDGEOM_RESOLUTION_MAX);
		float scale = 300 / (fmax -fmin);
		float log0 = log(geom->m_fLResolution);
		float log1 = log(geom->m_fResolution);
		float log2 = log(geom->m_fHResolution);
		m_pLODDlg->Refresh((log0-fmin) * scale,
			(log1-fmin) * scale,
			(log2-fmin) * scale,
			geom->m_iVertexTarget, geom->m_iVertexCount,
			geom->GetPagingRange());

		m_pLODDlg->DrawTilesetState(geom, vtGetScene()->GetCamera());
	}
	vtDynTerrainGeom *dyn = terr->GetDynTerrain();
	if (dyn)
	{
		SRTerrain *sr = dynamic_cast<SRTerrain*>(dyn);
		if (sr)
		{
			m_pLODDlg->Refresh(log(sr->m_fLResolution)*17,
				log(sr->m_fResolution)*17,
				log(sr->m_fHResolution)*17,
				sr->GetPolygonTarget(), sr->NumDrawnTriangles(), -1);
		}
		SMTerrain *sm = dynamic_cast<SMTerrain*>(dyn);
		if (sm)
		{
			m_pLODDlg->Refresh(-1,
				log((sm->GetQualityConstant()-0.002f)*10000)*40, -1,
				sm->GetPolygonTarget(), sm->NumDrawnTriangles(), -1);
		}
	}
	vtPagedStructureLodGrid *pPSLG = terr->GetStructureLodGrid();
	if (pPSLG)
		m_pLODDlg->DrawStructureState(pPSLG, terr->GetStructurePageOutDistance());
}
Пример #13
0
void App::process_mouse_button(const SDL_Event &sdle)
{
	// turn SDL mouse button event into a VT mouse event
	vtMouseEvent event;
	event.type = (sdle.button.type == SDL_MOUSEBUTTONDOWN) ? VT_DOWN : VT_UP;

	if (sdle.button.button == 1)
		event.button = VT_LEFT;
	else if (sdle.button.button == 2)
		event.button = VT_MIDDLE;
	else if (sdle.button.button == 3)
		event.button = VT_RIGHT;

	event.flags = process_modifiers();
	event.pos.Set(sdle.button.x, sdle.button.y);

	vtGetScene()->OnMouse(event);
}
Пример #14
0
static
PyObject *vtpSimple_mouseButtonEvent(PyObject* self, PyObject* args, PyObject* kw)
{
  // 1 = left, 2 = right, 3 = middle
  int buttonNums[] = {VT_LEFT, VT_RIGHT, VT_MIDDLE};
  int button; 
  long xpos, ypos;
  bool down;
  vtMouseEvent event;

  bool alt = false, shift = false, control = false;
  char* keywords[] = {"x", "y", "button", "down", "alt","shift","control", NULL};
  if (!PyArg_ParseTupleAndKeywords(args, kw, "llib|bbb", keywords, 
								   &xpos, &ypos, &button, &down, 
								   &alt, &shift, &control))
	return NULL;

  button--;

  if (button < 0 || button >= 3) {
	Py_INCREF(Py_None);
	return Py_None;
  }
  event.button = buttonNums[button];

  if (down) {
	event.type = VT_DOWN;
  } else {
	event.type = VT_UP;
  }

  event.pos.Set(xpos, ypos);
  event.flags = 0;
  if (alt) event.flags |= VT_CONTROL;
  if (shift) event.flags |= VT_SHIFT;
  if (control) event.flags |= VT_CONTROL;
  
  vtGetScene()->OnMouse(event);

  Py_INCREF(Py_None);
  return Py_None;
}
Пример #15
0
static
PyObject *vtpSimple_keyEvent(PyObject* self, PyObject* args, PyObject* kw)
{
  int key;
  long flag = 0;
  bool alt = false, shift = false, control = false;
  static char* keywords[] = {"code", "alt","shift","control", NULL};
  if (!PyArg_ParseTupleAndKeywords(args, kw, "i|bbb", keywords, &key, &alt, &shift, &control))
	return NULL;

  if (alt) flag |= VT_CONTROL;
  if (shift) flag |= VT_SHIFT;
  if (control) flag |= VT_CONTROL;

  // pass the char to the vtlib Scene
  vtGetScene()->OnKey(key, flag);

  Py_INCREF(Py_None);
  return Py_None;
}
Пример #16
0
void LayerDlg::OnZoomTo( wxCommandEvent &event )
{
	VTLOG1("LayerDlg::OnZoomTo\n");

	osg::Node *pThing = GetNodeFromItem(m_item, true);	// get container
	if (pThing)
	{
		FSphere sphere = GetGlobalBoundSphere(pThing);   // get global bounds
		vtCamera *pCam = vtGetScene()->GetCamera();

		// Put the camera a bit back from the sphere; sufficiently so that
		//  the whole volume of the bounding sphere is visible.
		float smallest = min(pCam->GetFOV(), pCam->GetVertFOV());
		float alpha = smallest / 2.0f;
		float distance = sphere.radius / tanf(alpha);
		pCam->Identity();
		pCam->Rotate(FPoint3(1,0,0), -PID2f/2);	// tilt down a little
		pCam->Translate(sphere.center);
		pCam->TranslateLocal(FPoint3(0.0f, 0.0f, distance));
	}
}
Пример #17
0
void App::display()
{
	static int frame = 0;
	if (frame < 10)
	{
		frame++;
		VTLOG("Frame %d: ", frame);
		const GLubyte *ver = glGetString(GL_VERSION);
		if (ver != NULL)
			VTLOG1("Has context\n");
		else
		{
			VTLOG1("No context\n");
			return;
		}
	}

	vtGetScene()->DoUpdate();	// calls viewer->frame, etc.

	SDL_GL_SwapBuffers();
}
Пример #18
0
	void Eval()
	{
		vtScene *scene = vtGetScene();
		if (step > 0)
		{
			wxString msg;
			msg.Printf(_T("Output %.2f/%.2f"), fStep * step, fTotal);
			if (UpdateProgressDialog((int) (99 * fStep * step / fTotal), msg) == true)
			{
				// user pressed cancel
				scene->SetPostDrawEngine(NULL);
				CloseProgressDialog();
				return;
			}

			// We can't grab the screen directly, we must use an OSG callback
			// to capture after the next draw.
			vtString fname;
			fname.Format("image_%04d.png", step-1);

			std::string Filename = (const char *)(directory+fname);
			CScreenCaptureHandler::SetupScreenCapture(Filename);
		}
		// Show the next frame time
		engine->SetTime(fStep * step);
		engine->UpdateTargets();

		// Advance to next frame
		step++;
		if (fStep * step > fTotal)
		{
			// We're finished
			scene->SetPostDrawEngine(NULL);
			CloseProgressDialog();
			return;
		}
	}
Пример #19
0
/*
  The works.
*/
int App::main(int argc, char **argv)
{
	// Log messages to make troubleshooting easier
	VTSTARTLOG("debug.txt");
	VTLOG("sdlSimple\n");

#ifdef __FreeBSD__
	/*  FreeBSD is more stringent with FP ops by default, and OSG is	*/
	/*	doing silly things sqrt(Inf) (computing lengths of MAXFLOAT		*/
	/*	and NaN Vec3's).   This turns off FP bug core dumps, ignoring	*/
	/*	the error like most platforms do by default.					*/
	fpsetmask(0);
#endif

    // init SDL
 	VTLOG("Initializing SDL..\n");
   if ( SDL_Init(SDL_INIT_VIDEO) < 0 )
    {
        VTLOG("Unable to init SDL: %s\n", SDL_GetError());
        exit(1);
    }
    atexit(SDL_Quit);

    // Starting with SDL 1.2.10, passing in 0 will use the system's current resolution.
    unsigned int windowWidth = 0;
    unsigned int windowHeight = 0;

    // Passing in 0 for bitdepth also uses the system's current bitdepth. This works before 1.2.10 too.
    unsigned int bitDepth = 0;

	//videosettings(true, true);
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

    // set up the surface to render to
    SDL_Surface* screen = SDL_SetVideoMode(windowWidth, windowHeight, bitDepth, SDL_OPENGL | SDL_FULLSCREEN | SDL_RESIZABLE);
    if ( screen == NULL )
    {
        std::cerr<<"Unable to set "<<windowWidth<<"x"<<windowHeight<<" video: %s\n"<< SDL_GetError()<<std::endl;
        exit(1);
    }

    SDL_EnableUNICODE(1);

    // If we used 0 to set the fields, query the values so we can pass it to osgViewer
    windowWidth = screen->w;
    windowHeight = screen->h;

	VTLOG("Initializing vtlib/OSG..\n");
	vtGetScene()->Init(argc, argv);
    vtGetScene()->getViewer()->setThreadingModel(osgViewer::Viewer::SingleThreaded);
    vtGetScene()->getViewer()->setUpViewerAsEmbeddedInWindow(0,0,windowWidth,windowHeight);
//    vtGetScene()->SetGraphicsContext(new osgViewer::GraphicsWindowEmbedded(0, 0, width, height));

	// Tell window size to vtlib
	vtGetScene()->SetWindowSize(windowWidth, windowHeight);

	VTLOG("Creating the terrain..\n");
	if (!CreateScene())
		return 0;

	VTLOG("Running..\n");
	run();

	VTLOG("Cleaning up..\n");
	vtGetScene()->SetRoot(NULL);
	if (m_ts)
		m_ts->CleanupScene();
	delete m_ts;
	vtGetScene()->Shutdown();

	return 0;
}
Пример #20
0
bool CSaveImageOSG::SaveImage(std::string& FilePath, int Width, int Height)
{
	osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(vtGetScene()->GetGraphicsContext()->getState()->getContextID(), true);
    if (!(fbo_ext && fbo_ext->isSupported()))
		return false;

	GLint MaxRenderBufferSize = 3000;

    vtTemporaryGraphicsContext TempContext;

	glGetIntegerv(MAX_RENDERBUFFER_SIZE_EXT, &MaxRenderBufferSize);

	osgViewer::Viewer *pViewer = vtGetScene()->getViewer();

	osg::ref_ptr<osg::Camera> pCamera = new osg::Camera;
	if (!pCamera.valid())
		return false;

	ImagePtr pImage = new osg::Image;
	if (!pImage.valid())
	{
		pCamera = NULL;
		return false;
	}

	// Clone any global state
	// I am only going to mess about with viewport so SHALLOW_COPY should be OK.
	pCamera->setStateSet((osg::StateSet*)pViewer->getCamera()->getOrCreateStateSet()->clone(osg::CopyOp::SHALLOW_COPY));

	float AspectRatio = (float)Width / (float)Height;

	if (AspectRatio > 1.0)
	{
		if (Width > MaxRenderBufferSize)
		{
			Width = MaxRenderBufferSize;
			Height = MaxRenderBufferSize / AspectRatio;
		}
	}
	else
	{
		if (Height > MaxRenderBufferSize)
		{
			Height = MaxRenderBufferSize;
			Width = MaxRenderBufferSize * AspectRatio;
		}
	}

	VTLOG("CSaveImageOSG::SaveImage - Width %d Height %d Total %d\n", Width, Height, Width* Height);

	pImage->allocateImage(Width, Height, 1, GL_RGB, GL_UNSIGNED_BYTE);

	pCamera->setClearColor(pViewer->getCamera()->getClearColor());
	pCamera->setViewport(0, 0, Width, Height);
	pCamera->setRenderOrder(osg::Camera::POST_RENDER); // Have to set this to PRE_RENDER to stop
													  // annoying white semicircle flashing up
	pCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER);
	pCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
	pCamera->attach(osg::Camera::COLOR_BUFFER, pImage.get());
	pCamera->setGraphicsContext(pViewer->getCamera()->getGraphicsContext());
	// Set draw callback - we cannot assume the camera will be rendered on this thread.
	pCamera->setFinalDrawCallback(new CSaveImageOSG(FilePath, pImage.get(), pCamera.get()));

	// Ensure that all threads have finished rendering. We probably do not need to do this
	// but it seems cleaner to me.
	osg::Object::DataVariance dv = pViewer->getSceneData()->getDataVariance();
	pViewer->getSceneData()->setDataVariance(osg::Object::DYNAMIC);
	pViewer->frame();
	// Restore the data variance ready for next frame
	pViewer->getSceneData()->setDataVariance(dv);

	pViewer->addSlave(pCamera.get());
	// The call to addSlave creates a default renderer with _compileOnNextDraw set to true
	// Because I am using the master cameras scene graph and graphics context I can assume that the display lists have
	// already been compiled. This is another way of avoiding the annoying white flash which is caused by the display
	// lists being recompiled into the main frame buffer with the projection and view matrices set to identity, rather than
	// into this cameras frame buffer object with the projection and view matrices set to something reasonable.
	((osgViewer::Renderer*)pCamera->getRenderer())->setCompileOnNextDraw(false);

	return true;
}
Пример #21
0
// Methods
static
PyObject* vtpSimple_init(PyObject* self, PyObject* args) {
  // Would be usefule to include a parameter for the type of flyer
  const char *sourcefile, *datadir, *debugfile;
  if (!PyArg_ParseTuple(args, "sss", &sourcefile, &datadir, &debugfile))
	return NULL;


  m_pTerrainScene = NULL;
  vtGetScene()->Init();
  
  VTSTARTLOG(debugfile);
  
  // Get a handle to the vtScene - one is already created for you
  vtScene *pScene = vtGetScene();
  
  // Look up the camera
  vtCamera *pCamera = pScene->GetCamera();
  pCamera->SetHither(10);
  pCamera->SetYon(100000);
  
  // The  terrain scene will contain all the terrains that are created.
  m_pTerrainScene = new vtTerrainScene;
  
  // Set the global data path
  vtStringArray paths;
  paths.push_back(vtString(datadir));
  pScene->SetDataPath(paths);
  
  // Begin creating the scene, including the sun and sky
  vtGroup *pTopGroup = m_pTerrainScene->BeginTerrainScene();
  
  // Tell the scene graph to point to this terrain scene
  pScene->SetRoot(pTopGroup);
  
  // Create a new vtTerrain, read its paramters from a file
  vtTerrain *pTerr = new vtTerrain;
  pTerr->SetParamFile(sourcefile);
  pTerr->LoadParams();
  
  // Add the terrain to the scene, and contruct it
  m_pTerrainScene->AppendTerrain(pTerr);
  if (!m_pTerrainScene->BuildTerrain(pTerr))
	{
	  printf("Couldn't create the terrain.  Perhaps the elevation data file isn't in the expected location?\n");
	  Py_INCREF(Py_False);
	  return Py_False;

	}
  m_pTerrainScene->SetCurrentTerrain(pTerr);
  
  // Create a navigation engine to move around on the terrain
  // Get flight speed from terrain parameters
  float fSpeed = pTerr->GetParams().GetValueFloat(STR_NAVSPEED);
  
  vtTerrainFlyer *pFlyer = new vtTerrainFlyer(fSpeed);
  pFlyer->SetTarget(pCamera);
  pFlyer->SetHeightField(pTerr->GetHeightField());
  pScene->AddEngine(pFlyer);
  
  // Minimum height over terrain is 100 m
  vtHeightConstrain *pConstrain = new vtHeightConstrain(100);
  pConstrain->SetTarget(pCamera);
  pConstrain->SetHeightField(pTerr->GetHeightField());
  pScene->AddEngine(pConstrain);

  for (int i = 0; i < 512; i++)
	m_pbKeyState[i] = false;
  vtGetScene()->SetKeyStates(m_pbKeyState);
  
  
  printf("Done creating scene.\n");
  Py_INCREF(Py_True);
  return Py_True;
}
Пример #22
0
float CVisualImpactCalculatorOSG::Calculate()
{
	m_ViewMatrix = dynamic_cast<osgViewer::Renderer*>(vtGetScene()->getViewer()->getCamera()->getRenderer())->getSceneView(0)->getViewMatrix();
	return Implementation(true);
}
Пример #23
0
float CVisualImpactCalculatorOSG::Implementation(bool bOneOffMode, GDALRasterBand *pRasterBand, float fScaleFactor, double dXSampleInterval, double dYSampleInterval, bool progress_callback(int))
{
	if (!m_bInitialised)
		return 0.0;

	osgViewer::Viewer *pViewer = vtGetScene()->getViewer();

	osgViewer::Viewer::Cameras ActiveCameras;
	std::vector<CameraMask> NodeMasks;

    pViewer->getCameras(ActiveCameras, true);


    // Stop any other cameras rendering the scene
    for (osgViewer::Viewer::Cameras::iterator itr = ActiveCameras.begin(); itr != ActiveCameras.end(); ++itr)
    {
        if (*itr != m_pVisualImpactCamera.get())
        {
            NodeMasks.push_back(CameraMask(*itr, (*itr)->getNodeMask()));
            (*itr)->setNodeMask(0);
        }
    }

   // Set up the render bins
    for (VisualImpactContributors::iterator itr = m_VisualImpactContributors.begin(); itr != m_VisualImpactContributors.end(); itr++)
		(*itr)->getOrCreateStateSet()->setRenderBinDetails(VISUAL_IMPACT_BIN_NUMBER, VISUAL_IMPACT_BIN_NAME);

    // Pick up the current main scene camera state
    osg::StateSet* pStateSet = new osg::StateSet(*ActiveCameras[0]->getOrCreateStateSet(), osg::CopyOp::DEEP_COPY_ALL);
    pStateSet->setAttribute(m_pVisualImpactCamera->getViewport());
    m_pVisualImpactCamera->setStateSet(pStateSet);
    m_pVisualImpactCamera->setClearColor(ActiveCameras[0]->getClearColor());
    // Enable the visual impact camera
    m_pVisualImpactCamera->setNodeMask(0xffffffff);

	if (bOneOffMode)
	{
        m_pVisualImpactCamera->setViewMatrix(m_ViewMatrix);

        pViewer->frame();

        // Disable the visual impact camera
        m_pVisualImpactCamera->setNodeMask(0);

        for(std::vector<CameraMask>::iterator itr = NodeMasks.begin(); itr != NodeMasks.end(); ++itr)
            itr->m_pCamera->setNodeMask(itr->m_NodeMask);

        for (VisualImpactContributors::iterator itr = m_VisualImpactContributors.begin(); itr != m_VisualImpactContributors.end(); itr++)
        {
            osg::StateSet *pStateSet = (*itr)->getOrCreateStateSet();
            pStateSet->setRenderBinMode(osg::StateSet::INHERIT_RENDERBIN_DETAILS);
            pStateSet->setRenderingHint(osg::StateSet::DEFAULT_BIN);
        }

		return InnerImplementation();
	}
	else
	{
		DPoint2 CameraOrigin;
		DPoint2 CurrentCamera;
		vtHeightField3d *pHeightField = vtGetTS()->GetCurrentTerrain()->GetHeightField();
		DRECT EarthExtents = pHeightField->GetEarthExtents();

		CameraOrigin.x = EarthExtents.left;
		CameraOrigin.y = EarthExtents.bottom;

		int iCurrentY = 0;
		int iXsize = (int)((EarthExtents.right - EarthExtents.left)/dXSampleInterval);
		int iYsize = (int)((EarthExtents.top - EarthExtents.bottom)/dYSampleInterval);
		int iTotalProgress = iXsize * iYsize;

#ifdef _DEBUG
		int iBlockSizeX, iBlockSizeY;
		pRasterBand->GetBlockSize(&iBlockSizeX, &iBlockSizeY);
#endif

		for (CurrentCamera.y = CameraOrigin.y; CurrentCamera.y < EarthExtents.top; CurrentCamera.y += dYSampleInterval)
		{
			// Process horizontal scanline
			int iCurrentX = 0;
			for (CurrentCamera.x = CameraOrigin.x; CurrentCamera.x < EarthExtents.right; CurrentCamera.x += dXSampleInterval)
			{
				FPoint3 CameraTranslate;

				pHeightField->ConvertEarthToSurfacePoint(CurrentCamera, CameraTranslate);
				m_pVisualImpactCamera->setViewMatrixAsLookAt(v2s(CameraTranslate), v2s(m_Target), osg::Vec3(0.0, 1.0, 0.0));

				pViewer->frame();

				float fFactor = InnerImplementation();

				pRasterBand->RasterIO(GF_Write, iCurrentX, iYsize - iCurrentY - 1, 1, 1, &fFactor, 1, 1, GDT_Float32, 0, 0);

				iCurrentX++;
				if ((*progress_callback)(100 * (iCurrentY * iXsize + iCurrentX) / iTotalProgress))
				{
                    // Disable the visual impact camera
                    m_pVisualImpactCamera->setNodeMask(0);

                    for(std::vector<CameraMask>::iterator itr = NodeMasks.begin(); itr != NodeMasks.end(); ++itr)
                        itr->m_pCamera->setNodeMask(itr->m_NodeMask);

                    for (VisualImpactContributors::iterator itr = m_VisualImpactContributors.begin(); itr != m_VisualImpactContributors.end(); itr++)
                    {
                        osg::StateSet *pStateSet = (*itr)->getOrCreateStateSet();
                        pStateSet->setRenderBinMode(osg::StateSet::INHERIT_RENDERBIN_DETAILS);
                        pStateSet->setRenderingHint(osg::StateSet::DEFAULT_BIN);
                    }

					VTLOG("CVisualImpactCalculatorOSG::Implementation - Cancelled by user\n");
					return -1.0f;
				}
			}
			iCurrentY++;
		}
        // Disable the visual impact camera
        m_pVisualImpactCamera->setNodeMask(0);

        for(std::vector<CameraMask>::iterator itr = NodeMasks.begin(); itr != NodeMasks.end(); ++itr)
            itr->m_pCamera->setNodeMask(itr->m_NodeMask);

        for (VisualImpactContributors::iterator itr = m_VisualImpactContributors.begin(); itr != m_VisualImpactContributors.end(); itr++)
        {
            osg::StateSet *pStateSet = (*itr)->getOrCreateStateSet();
            pStateSet->setRenderBinMode(osg::StateSet::INHERIT_RENDERBIN_DETAILS);
            pStateSet->setRenderingHint(osg::StateSet::DEFAULT_BIN);
        }

		return 0.0f;
	}
}
Пример #24
0
bool CVisualImpactCalculatorOSG::Initialise()
{
	osgViewer::Viewer *pViewer = vtGetScene()->getViewer();

    osgUtil::RenderBin::addRenderBinPrototype(VISUAL_IMPACT_BIN_NAME, new VisualImpactBin(this));

	m_ProjectionMatrix.makePerspective(DEFAULT_HUMAN_FOV_DEGREES, DEFAULT_HUMAN_FOV_ASPECT_RATIO, 10.0, 40000.0);

	osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(DEFAULT_GRAPHICS_CONTEXT, true);
//	if ((fbo_ext && fbo_ext->isSupported()) || osg::isGLExtensionSupported(DEFAULT_GRAPHICS_CONTEXT, "ARB_render_texture"))
	if (fbo_ext && fbo_ext->isSupported())
		m_bUsingLiveFrameBuffer = false;
	else
		m_bUsingLiveFrameBuffer = true;

	m_pIntermediateImage = new osg::Image;
	if (!m_pIntermediateImage.valid())
	{
		VTLOG("CVisualImpactCalculatorOSG::Implementation - Cannot create intermediate image\n");
		return false;
	}
	m_pIntermediateImage->allocateImage(DEFAULT_VISUAL_IMPACT_RESOLUTION,
							DEFAULT_VISUAL_IMPACT_RESOLUTION,
							1,
							GL_DEPTH_COMPONENT,
							GL_FLOAT);
	if (!m_pIntermediateImage->valid())
	{
		VTLOG("CVisualImpactCalculatorOSG::Implementation - Cannot allocate intermediate image\n");
		return false;
	}

	// Even though the camera node knows that you have attached the image to the depth buffer
	// it does not set this up correctly for you. There is no way to set the dataType, so
	// preallocation of the data is easiest
	m_pFinalImage= new osg::Image;
	if (!m_pFinalImage.valid())
	{
		VTLOG("CVisualImpactCalculatorOSG::Implementation - Cannot create final image\n");
		return false;
	}
	m_pFinalImage->allocateImage(DEFAULT_VISUAL_IMPACT_RESOLUTION,
							DEFAULT_VISUAL_IMPACT_RESOLUTION,
							1,
							GL_DEPTH_COMPONENT,
							GL_FLOAT);
	if (!m_pFinalImage->valid())
	{
		VTLOG("CVisualImpactCalculatorOSG::Implementation - Cannot allocate final image\n");
		return false;
	}

	m_pVisualImpactCamera = new osg::Camera;
	if (!m_pVisualImpactCamera.valid())
	{
		VTLOG("CVisualImpactCalculatorOSG::Implementation - Cannot create visual impact camera\n");
		return false;
	}
	m_pVisualImpactCamera->setName("Visual impact calculator camera");
	m_pVisualImpactCamera->setViewport(0, 0, DEFAULT_VISUAL_IMPACT_RESOLUTION, DEFAULT_VISUAL_IMPACT_RESOLUTION);
	m_pVisualImpactCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER);
	m_pVisualImpactCamera->setRenderOrder(osg::Camera::PRE_RENDER);
	m_pVisualImpactCamera->attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT); // Force a renderBuffer
//	m_pVisualImpactCamera->attach(osg::Camera::COLOR_BUFFER, GL_UNSIGNED_BYTE); // Force a renderBuffer
	m_pVisualImpactCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
	m_pVisualImpactCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
	m_pVisualImpactCamera->setProjectionMatrix(m_ProjectionMatrix);
	m_pVisualImpactCamera->setGraphicsContext(pViewer->getCamera()->getGraphicsContext());
	m_pVisualImpactCamera->setNodeMask(0); // Initially disabled
	pViewer->addSlave(m_pVisualImpactCamera.get());

	m_bInitialised = true;
	return true;
}