void ScreenMVCullVisitor::apply(Geode& node) { bool status = _cullingStatus; bool firstStatus = _firstCullStatus; if(isCulled(node)) { _firstCullStatus = firstStatus; _cullingStatus = status; return; } // push the node's state. StateSet* node_state = node.getStateSet(); if(node_state) pushStateSet(node_state); // traverse any call callbacks and traverse any children. handle_cull_callbacks_and_traverse(node); RefMatrix& matrix = *getModelViewMatrix(); for(unsigned int i = 0; i < node.getNumDrawables(); ++i) { Drawable* drawable = node.getDrawable(i); const BoundingBox &bb = drawable->getBound(); if(drawable->getCullCallback()) { if(drawable->getCullCallback()->cull(this,drawable,&_renderInfo) == true) continue; } //else { if(node.isCullingActive() && isCulled(bb)) continue; } if(_computeNearFar && bb.valid()) { if(!updateCalculatedNearFar(matrix,*drawable,false)) continue; } // need to track how push/pops there are, so we can unravel the stack correctly. unsigned int numPopStateSetRequired = 0; // push the geoset's state on the geostate stack. StateSet* stateset = drawable->getStateSet(); if(stateset) { ++numPopStateSetRequired; pushStateSet(stateset); } CullingSet& cs = getCurrentCullingSet(); if(!cs.getStateFrustumList().empty()) { osg::CullingSet::StateFrustumList& sfl = cs.getStateFrustumList(); for(osg::CullingSet::StateFrustumList::iterator itr = sfl.begin(); itr != sfl.end(); ++itr) { if(itr->second.contains(bb)) { ++numPopStateSetRequired; pushStateSet(itr->first.get()); } } } float depth = bb.valid() ? distance(bb.center(),matrix) : 0.0f; if(osg::isNaN(depth)) { /*OSG_NOTIFY(osg::NOTICE)<<"CullVisitor::apply(Geode&) detected NaN,"<<std::endl <<" depth="<<depth<<", center=("<<bb.center()<<"),"<<std::endl <<" matrix="<<matrix<<std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " NodePath:" << std::endl; for (NodePath::const_iterator i = getNodePath().begin(); i != getNodePath().end(); ++i) { OSG_NOTIFY(osg::DEBUG_INFO) << " \"" << (*i)->getName() << "\"" << std::endl; }*/ } else { addDrawableAndDepth(drawable,&matrix,depth); } for(unsigned int i = 0; i < numPopStateSetRequired; ++i) { popStateSet(); } } // pop the node's state off the geostate stack. if(node_state) popStateSet(); _firstCullStatus = firstStatus; _cullingStatus = status; }
void ScreenMVCullVisitor::apply(Billboard& node) { bool status = _cullingStatus; bool firstStatus = _firstCullStatus; if(isCulled(node)) { _firstCullStatus = firstStatus; _cullingStatus = status; return; } // push the node's state. StateSet* node_state = node.getStateSet(); if(node_state) pushStateSet(node_state); // traverse any call callbacks and traverse any children. handle_cull_callbacks_and_traverse(node); const Vec3& eye_local = getEyeLocal(); const RefMatrix& modelview = *getModelViewMatrix(); for(unsigned int i = 0; i < node.getNumDrawables(); ++i) { const Vec3& pos = node.getPosition(i); Drawable* drawable = node.getDrawable(i); // need to modify isCulled to handle the billboard offset. // if (isCulled(drawable->getBound())) continue; if(drawable->getCullCallback()) { if(drawable->getCullCallback()->cull(this,drawable,&_renderInfo) == true) continue; } RefMatrix* billboard_matrix = createOrReuseMatrix(modelview); node.computeMatrix(*billboard_matrix,eye_local,pos); if(_computeNearFar && drawable->getBound().valid()) updateCalculatedNearFar(*billboard_matrix,*drawable,true); float depth = distance(pos,modelview); /* if (_computeNearFar) { if (d<_computed_znear) { if (d<0.0) OSG_NOTIFY(osg::WARN)<<"Alerting billboard handling ="<<d<< std::endl; _computed_znear = d; } if (d>_computed_zfar) _computed_zfar = d; } */ StateSet* stateset = drawable->getStateSet(); if(stateset) pushStateSet(stateset); if(osg::isNaN(depth)) { /*OSG_NOTIFY(osg::NOTICE)<<"CullVisitor::apply(Billboard&) detected NaN,"<<std::endl <<" depth="<<depth<<", pos=("<<pos<<"),"<<std::endl <<" *billboard_matrix="<<*billboard_matrix<<std::endl; OSG_NOTIFY(osg::DEBUG_INFO) << " NodePath:" << std::endl; for (NodePath::const_iterator i = getNodePath().begin(); i != getNodePath().end(); ++i) { OSG_NOTIFY(osg::DEBUG_INFO) << " \"" << (*i)->getName() << "\"" << std::endl; }*/ } else { addDrawableAndDepth(drawable,billboard_matrix,depth); } if(stateset) popStateSet(); } // pop the node's state off the geostate stack. if(node_state) popStateSet(); _firstCullStatus = firstStatus; _cullingStatus = status; }