void SimpleDotVisitor::handle(osg::StateSet& stateset, int id) { std::stringstream label; label << "<top> " << stateset.className(); if ( !stateset.getName().empty() ) { label << "| " << stateset.getName(); } drawNode( id, "Mrecord", "solid", label.str(), "green", "white" ); }
void SimpleDotVisitor::handle(osg::Drawable& drawable, int id) { std::stringstream label; label << "<top> " << drawable.className(); if ( !drawable.getName().empty() ) { label << "| " << drawable.getName(); } drawNode( id, "record", "solid", label.str(), "blue", "white" ); }
void SimpleDotVisitor::handle(osg::Group& node, int id) { std::stringstream label; label << "<top> " << node.className(); if ( !node.getName().empty() ) { label << "| " << node.getName(); } drawNode( id, "record", "solid", label.str(), "black", "white" ); }
void drawB3D(B3DFile* b3d) { drawNode( getNODEChunkFromBB3DChunk( getBB3DChunkFromFile(b3d) ) ); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }
void OcclusionCullingTreeBuilder::testNode(OCRenderTreeNode *pNode, DrawEnv &denv, RenderPartitionBase *part, Real32 &scr_percent) { while (pNode != NULL) { //MATRIX SETUP UInt32 uiNextMatrix = pNode->getMatrixStore().first; if(uiNextMatrix != 0 && uiNextMatrix != _uiActiveMatrix) { glLoadMatrixf(pNode->getMatrixStore().second.getValues()); _uiActiveMatrix = uiNextMatrix; _currMatrix.second = pNode->getMatrixStore().second; updateTopMatrix(denv); denv.setObjectToWorld(_accMatrix); ++part->_uiNumMatrixChanges; } const BoxVolume &volume = pNode->getVolume(); Pnt3f min,max; volume.getBounds(min, max); Pnt3f p[8]; p[0].setValues(min[0],min[1],min[2]); p[1].setValues(max[0],min[1],min[2]); p[2].setValues(min[0],max[1],min[2]); p[3].setValues(min[0],min[1],max[2]); p[4].setValues(max[0],max[1],min[2]); p[5].setValues(max[0],min[1],max[2]); p[6].setValues(min[0],max[1],max[2]); p[7].setValues(max[0],max[1],max[2]); //std::cout << "OtoW:" << std::endl; //std::cout << denv.getObjectToWorld() << std::endl; //std::cout << "WtoC:" << std::endl; //std::cout << worldToCam << std::endl; for(UInt32 i = 0; i<8;i++) { // std::cout << p[i] << "=>"; denv.getObjectToWorld().mult (p[i], p[i]); _worldToScreen .multFull(p[i], p[i]); //std::cout << p[i] << " "; } min=p[0]; max=p[0]; for(UInt32 i = 0; i<8; i++) { for(UInt32 j=0; j<2; j++) { if(p[i][j] < min[j]) { min[j] = p[i][j]; } if(p[i][j] > max[j]) { max[j] = p[i][j]; } } } max[0] = osgClamp(-1.f, max[0], 1.f); max[1] = osgClamp(-1.f, max[1], 1.f); min[0] = osgClamp(-1.f, min[0], 1.f); min[1] = osgClamp(-1.f, min[1], 1.f); // cbb is the percent of the screen real estate this would cover Real32 cbb = (max[0] - min[0]) * (max[1] - min[1]) / 4.f; //std::cout << cur_node << ":" << pix << " "; //std::cout << pNode->getScalar() << std::endl; //Make decision if(pNode->hasFunctor() == false) //Nothing to do { //renderNode drawNode(pNode, denv, part); } else { //make decision //if(0 > 1) if(cbb > scr_percent) // Rendering major occluders { drawNode(pNode, denv, part); //scr_percent+=cbb; } else { Real32 pcov; pcov = sqrt(scr_percent) - sqrt(cbb); pcov *= pcov; //std::cout << "cbb:" << cbb << " scr_percent:" << scr_percent <<" pcov:" << pcov << std::endl; //if(scr_percent - pcov > 0.001) if(pcov > _coveredProbThreshold || cbb < 0.001) // If within threshold or reall small { //Get triangles DrawableStatsAttachment *st = DrawableStatsAttachment::get(pNode->getNode()->getCore()); st->validate(); UInt32 triangles = st->getTriangles(); if(cbb * _vpWidth * _vpHeight < _minFeatureSize) //small feature culling { StatCollector *sc = _ract->getStatCollector(); if(sc != NULL) sc->getElem(statNOccTriangles)-> add(triangles); if(_ract->getOcclusionCullingDebug() && pNode->getNode()) { pNode->getNode()->setTravMask( pNode->getNode()->getTravMask() | _ract->getOcclusionCulledDebugMask() ); } pNode->setIsRendered(true); } else if( triangles <= _minTriangleCount ) { drawNode(pNode, denv, part); } else if((_testPendingNodes.size() == _numTestSamples - 1)) // Make sure we have room to draw a test { drawTestResults(denv, part); if(_testPendingNodes.size() == _numTestSamples - 1) // If we are waiting on a result, draw a node { drawNode(pNode, denv, part); } else { drawTestNode(pNode, denv, part); // Made room, go ahead and draw a test node } } else { drawTestNode(pNode, denv, part); //Plenty of room in buffer to draw a test node } } else { drawNode(pNode, denv, part); // Probably not being covered up...draw the real node //scr_percent+=cbb; } } scr_percent += ((1.0 - scr_percent) * cbb); } //DRAW CHILDREN OR GO TO TOP AND DO IT AGAIN if(pNode->getFirstChild() != NULL) { OCRenderTreeNode *child = static_cast<OCRenderTreeNode *>(pNode->getFirstChild()); testNode(child, denv, part, scr_percent); } pNode = static_cast<OCRenderTreeNode *>(pNode->getBrother()); } }
/** Draw a tree. \param node Node \param draw_blends If true, only objects that use blending are drawn. Otherwise objects with blending are not drawn. \return True if the tree contained one or more objects that use blending */ bool GLRenderInstance::drawNode(WorldObject& node, bool draw_blends) { double M[16]; BoundingBox bb; vec3d bmin, bmax, t, d; bool render_flag = true; bool res = false; WorldObject::ChildIterator it; for(it=node.childsBegin(); it!=node.childsEnd(); it++) { glPushMatrix(); // Set the local transformation it->second->localTransform().toList(M); glMultMatrixd(M); // Draw the geom (if visible) boost::shared_ptr<GeomObject> geom = it->second->getGeom(); if (geom.get()!=0 && (it->second->visible.getValue())) { // Render by default if draw_blends is false render_flag = !draw_blends; // Set material boost::shared_ptr<Material> mat = it->second->getMaterial(); Material* bmat = dynamic_cast<Material*>(mat.get()); // Check if the object should be postponed because blending is used... if (bmat!=0) { if (bmat->usesBlending()) { res = true; render_flag = draw_blends; } } if (render_flag) { // Set material glPushAttrib(GL_LIGHTING_BIT | GL_TEXTURE_BIT); if (bmat!=0) { bmat->applyGL(); } if (draw_solid) { clearGLError(); geom->drawGL(); } // Draw bounding box if (draw_bboxes) { bb = geom->boundingBox(); if (!bb.isEmpty()) { glDisable(GL_LIGHTING); bb.getBounds(bmin, bmax); t = 0.5*(bmax+bmin); d = bmax-bmin; glPushMatrix(); glTranslated(t.x, t.y, t.z); drawWireCube(d.x, d.y, d.z); glPopMatrix(); glEnable(GL_LIGHTING); } } glPopAttrib(); // restore material } } // Draw the children res |= drawNode(*(it->second), draw_blends); glPopMatrix(); } return res; }
void LPESimplify::generateHelperPathAndSmooth(Geom::PathVector &result) { if(steps < 1) { return; } Geom::PathVector tmp_path; Geom::CubicBezier const *cubic = NULL; for (Geom::PathVector::iterator path_it = result.begin(); path_it != result.end(); ++path_it) { if (path_it->empty()) { continue; } Geom::Path::iterator curve_it1 = path_it->begin(); // incoming curve Geom::Path::iterator curve_it2 = ++(path_it->begin());// outgoing curve Geom::Path::iterator curve_endit = path_it->end_default(); // this determines when the loop has to stop SPCurve *nCurve = new SPCurve(); if (path_it->closed()) { // if the path is closed, maybe we have to stop a bit earlier because the // closing line segment has zerolength. const Geom::Curve &closingline = path_it->back_closed(); // the closing line segment is always of type // Geom::LineSegment. if (are_near(closingline.initialPoint(), closingline.finalPoint())) { // closingline.isDegenerate() did not work, because it only checks for // *exact* zero length, which goes wrong for relative coordinates and // rounding errors... // the closing line segment has zero-length. So stop before that one! curve_endit = path_it->end_open(); } } if(helper_size > 0) { drawNode(curve_it1->initialPoint()); } nCurve->moveto(curve_it1->initialPoint()); Geom::Point start = Geom::Point(0,0); while (curve_it1 != curve_endit) { cubic = dynamic_cast<Geom::CubicBezier const *>(&*curve_it1); Geom::Point point_at1 = curve_it1->initialPoint(); Geom::Point point_at2 = curve_it1->finalPoint(); Geom::Point point_at3 = curve_it1->finalPoint(); Geom::Point point_at4 = curve_it1->finalPoint(); if(start == Geom::Point(0,0)) { start = point_at1; } if (cubic) { point_at1 = (*cubic)[1]; point_at2 = (*cubic)[2]; } if(path_it->closed() && curve_it2 == curve_endit) { point_at4 = start; } if(curve_it2 != curve_endit) { cubic = dynamic_cast<Geom::CubicBezier const *>(&*curve_it2); if (cubic) { point_at4 = (*cubic)[1]; } } Geom::Ray ray1(point_at2, point_at3); Geom::Ray ray2(point_at3, point_at4); double angle1 = Geom::deg_from_rad(ray1.angle()); double angle2 = Geom::deg_from_rad(ray2.angle()); if((smooth_angles >= std::abs(angle2 - angle1)) && !are_near(point_at4,point_at3) && !are_near(point_at2,point_at3)) { double dist = Geom::distance(point_at2,point_at3); Geom::Angle angleFixed = ray2.angle(); angleFixed -= Geom::Angle::from_degrees(180.0); point_at2 = Geom::Point::polar(angleFixed, dist) + point_at3; } nCurve->curveto(point_at1, point_at2, curve_it1->finalPoint()); cubic = dynamic_cast<Geom::CubicBezier const *>(nCurve->last_segment()); if (cubic) { point_at1 = (*cubic)[1]; point_at2 = (*cubic)[2]; if(helper_size > 0) { if(!are_near((*cubic)[0],(*cubic)[1])) { drawHandle((*cubic)[1]); drawHandleLine((*cubic)[0],(*cubic)[1]); } if(!are_near((*cubic)[3],(*cubic)[2])) { drawHandle((*cubic)[2]); drawHandleLine((*cubic)[3],(*cubic)[2]); } } } if(helper_size > 0) { drawNode(curve_it1->finalPoint()); } ++curve_it1; ++curve_it2; } if (path_it->closed()) { nCurve->closepath_current(); } tmp_path.push_back(nCurve->get_pathvector()[0]); nCurve->reset(); delete nCurve; } result = tmp_path; }