converts remaining osg::NodeCallback (#3147)

With this PR we convert remaining instantiations of the deprecated osg::NodeCallback in Open MW to SceneUtil::NodeCallback.
pull/3150/head
Bo Svensson 3 years ago committed by GitHub
parent 8e9851c97c
commit b2af81bc18
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -87,22 +87,22 @@ namespace
std::vector<osg::ref_ptr<osg::Node> > mToRemove;
};
class DayNightCallback : public osg::NodeCallback
class DayNightCallback : public SceneUtil::NodeCallback<DayNightCallback, osg::Switch*>
{
public:
DayNightCallback() : mCurrentState(0)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Switch* node, osg::NodeVisitor* nv)
{
unsigned int state = MWBase::Environment::get().getWorld()->getNightDayMode();
const unsigned int newState = node->asGroup()->getNumChildren() > state ? state : 0;
const unsigned int newState = node->getNumChildren() > state ? state : 0;
if (newState != mCurrentState)
{
mCurrentState = newState;
node->asSwitch()->setSingleChildOn(mCurrentState);
node->setSingleChildOn(mCurrentState);
}
traverse(node, nv);
@ -472,20 +472,18 @@ namespace MWRender
}
}
class ResetAccumRootCallback : public osg::NodeCallback
class ResetAccumRootCallback : public SceneUtil::NodeCallback<ResetAccumRootCallback, osg::MatrixTransform*>
{
public:
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::MatrixTransform* transform, osg::NodeVisitor* nv)
{
osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
osg::Matrix mat = transform->getMatrix();
osg::Vec3f position = mat.getTrans();
position = osg::componentMultiply(mResetAxes, position);
mat.setTrans(position);
transform->setMatrix(mat);
traverse(node, nv);
traverse(transform, nv);
}
void setAccumulate(const osg::Vec3f& accumulate)

@ -6,6 +6,7 @@
#include <components/sceneutil/controller.hpp>
#include <components/sceneutil/textkeymap.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <vector>
@ -506,7 +507,7 @@ public:
bool canBeHarvested() const override;
};
class UpdateVfxCallback : public osg::NodeCallback
class UpdateVfxCallback : public SceneUtil::NodeCallback<UpdateVfxCallback>
{
public:
UpdateVfxCallback(EffectParams& params)
@ -519,7 +520,7 @@ public:
bool mFinished;
EffectParams mParams;
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
void operator()(osg::Node* node, osg::NodeVisitor* nv);
private:
double mStartingTime;

@ -5,6 +5,7 @@
#include <components/misc/mathutil.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
@ -25,7 +26,7 @@
namespace
{
class UpdateRenderCameraCallback : public osg::NodeCallback
class UpdateRenderCameraCallback : public SceneUtil::NodeCallback<UpdateRenderCameraCallback, osg::Camera*>
{
public:
UpdateRenderCameraCallback(MWRender::Camera* cam)
@ -33,12 +34,10 @@ public:
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Camera* cam, osg::NodeVisitor* nv)
{
osg::Camera* cam = static_cast<osg::Camera*>(node);
// traverse first to update animations, in case the camera is attached to an animated node
traverse(node, nv);
traverse(cam, nv);
mCamera->updateCamera(cam);
}

@ -12,7 +12,7 @@
namespace osg
{
class Camera;
class NodeCallback;
class Callback;
class Node;
}
@ -82,7 +82,7 @@ namespace MWRender
void updatePosition();
float getCameraDistanceCorrection() const;
osg::ref_ptr<osg::NodeCallback> mUpdateCallback;
osg::ref_ptr<osg::Callback> mUpdateCallback;
// Used to rotate player to the direction of view after exiting preview or vanity mode.
osg::Vec3f mDeferredRotation;

@ -22,6 +22,7 @@
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/shadow.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
@ -36,7 +37,7 @@
namespace MWRender
{
class DrawOnceCallback : public osg::NodeCallback
class DrawOnceCallback : public SceneUtil::NodeCallback<DrawOnceCallback>
{
public:
DrawOnceCallback ()
@ -45,7 +46,7 @@ namespace MWRender
{
}
void operator () (osg::Node* node, osg::NodeVisitor* nv) override
void operator () (osg::Node* node, osg::NodeVisitor* nv)
{
if (!mRendered)
{
@ -523,7 +524,7 @@ namespace MWRender
rebuild();
}
class UpdateCameraCallback : public osg::NodeCallback
class UpdateCameraCallback : public SceneUtil::NodeCallback<UpdateCameraCallback, osg::Camera*>
{
public:
UpdateCameraCallback(osg::ref_ptr<const osg::Node> nodeToFollow, const osg::Vec3& posOffset, const osg::Vec3& lookAtOffset)
@ -533,12 +534,10 @@ namespace MWRender
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Camera* cam, osg::NodeVisitor* nv)
{
osg::Camera* cam = static_cast<osg::Camera*>(node);
// Update keyframe controllers in the scene graph first...
traverse(node, nv);
traverse(cam, nv);
// Now update camera utilizing the updated head position
osg::NodePathList nodepaths = mNodeToFollow->getParentalNodePaths();

@ -16,6 +16,7 @@
#include <components/sceneutil/workqueue.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/esm/globalmap.hpp>
@ -62,7 +63,7 @@ namespace
}
class CameraUpdateGlobalCallback : public osg::NodeCallback
class CameraUpdateGlobalCallback : public SceneUtil::NodeCallback<CameraUpdateGlobalCallback, osg::Camera*>
{
public:
CameraUpdateGlobalCallback(MWRender::GlobalMap* parent)
@ -71,14 +72,14 @@ namespace
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Camera* node, osg::NodeVisitor* nv)
{
if (mRendered)
{
if (mParent->copyResult(static_cast<osg::Camera*>(node), nv->getTraversalNumber()))
if (mParent->copyResult(node, nv->getTraversalNumber()))
{
node->setNodeMask(0);
mParent->markForRemoval(static_cast<osg::Camera*>(node));
mParent->markForRemoval(node);
}
return;
}

@ -20,6 +20,7 @@
#include <components/sceneutil/shadow.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/files/memorystream.hpp>
#include <components/resource/scenemanager.hpp>
@ -35,7 +36,7 @@
namespace
{
class CameraLocalUpdateCallback : public osg::NodeCallback
class CameraLocalUpdateCallback : public SceneUtil::NodeCallback<CameraLocalUpdateCallback, osg::Camera*>
{
public:
CameraLocalUpdateCallback(MWRender::LocalMap* parent)
@ -44,7 +45,7 @@ namespace
{
}
void operator()(osg::Node* node, osg::NodeVisitor*) override
void operator()(osg::Camera* node, osg::NodeVisitor*)
{
if (mRendered)
node->setNodeMask(0);
@ -52,12 +53,11 @@ namespace
if (!mRendered)
{
mRendered = true;
mParent->markForRemoval(static_cast<osg::Camera*>(node));
mParent->markForRemoval(node);
}
// Note, we intentionally do not traverse children here. The map camera's scene data is the same as the master camera's,
// so it has been updated already.
//traverse(node, nv);
}
private:

@ -148,44 +148,6 @@ public:
float getValue(osg::NodeVisitor* nv) override;
};
// --------------------------------------------------------------------------------
/// Subclass RotateController to add a Z-offset for sneaking in first person mode.
/// @note We use inheritance instead of adding another controller, so that we do not have to compute the worldOrient twice.
/// @note Must be set on a MatrixTransform.
class NeckController : public RotateController
{
public:
NeckController(osg::Node* relativeTo)
: RotateController(relativeTo)
{
}
void setOffset(const osg::Vec3f& offset)
{
mOffset = offset;
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
osg::Matrix matrix = transform->getMatrix();
osg::Quat worldOrient = getWorldOrientation(node);
osg::Quat orient = worldOrient * mRotate * worldOrient.inverse() * matrix.getRotate();
matrix.setRotate(orient);
matrix.setTrans(matrix.getTrans() + worldOrient.inverse() * mOffset);
transform->setMatrix(matrix);
traverse(node,nv);
}
private:
osg::Vec3f mOffset;
};
// --------------------------------------------------------------------------------------------------------------
HeadAnimationTime::HeadAnimationTime(const MWWorld::Ptr& reference)
@ -954,7 +916,7 @@ void NpcAnimation::addControllers()
if (found != mNodeMap.end())
{
osg::MatrixTransform* node = found->second.get();
mFirstPersonNeckController = new NeckController(mObjectRoot.get());
mFirstPersonNeckController = new RotateController(mObjectRoot.get());
node->addUpdateCallback(mFirstPersonNeckController);
mActiveControllers.emplace_back(node, mFirstPersonNeckController);
}

@ -24,7 +24,7 @@ namespace MWSound
namespace MWRender
{
class NeckController;
class RotateController;
class HeadAnimationTime;
class NpcAnimation : public ActorAnimation, public WeaponAnimation, public MWWorld::InventoryStoreListener
@ -96,7 +96,7 @@ private:
void setRenderBin();
osg::ref_ptr<NeckController> mFirstPersonNeckController;
osg::ref_ptr<RotateController> mFirstPersonNeckController;
static bool isFirstPersonPart(const ESM::BodyPart* bodypart);
static bool isFemalePart(const ESM::BodyPart* bodypart);

@ -10,6 +10,7 @@
#include <components/settings/settings.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/debug/debuglog.hpp>
#include "vismask.hpp"
@ -33,7 +34,7 @@ namespace
return geom;
}
class CullCallback : public osg::NodeCallback
class CullCallback : public SceneUtil::NodeCallback<CullCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
CullCallback()
@ -41,12 +42,11 @@ namespace
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osgUtil::RenderStage* renderStage = cv->getCurrentRenderStage();
unsigned int frame = nv->getTraversalNumber();
unsigned int frame = cv->getTraversalNumber();
if (frame != mLastFrameNumber)
{
mLastFrameNumber = frame;
@ -56,7 +56,7 @@ namespace
if (!postProcessor)
{
Log(Debug::Error) << "Failed retrieving user data for master camera: FBO setup failed";
traverse(node, nv);
traverse(node, cv);
return;
}
@ -71,7 +71,7 @@ namespace
}
}
traverse(node, nv);
traverse(node, cv);
}
private:

@ -22,21 +22,27 @@ void RotateController::setRotate(const osg::Quat &rotate)
mRotate = rotate;
}
void RotateController::operator()(osg::Node *node, osg::NodeVisitor *nv)
void RotateController::setOffset(const osg::Vec3f& offset)
{
mOffset = offset;
}
void RotateController::operator()(osg::MatrixTransform *node, osg::NodeVisitor *nv)
{
if (!mEnabled)
{
traverse(node, nv);
return;
}
osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
osg::Matrix matrix = transform->getMatrix();
osg::Matrix matrix = node->getMatrix();
osg::Quat worldOrient = getWorldOrientation(node);
osg::Quat worldOrientInverse = worldOrient.inverse();
osg::Quat orient = worldOrient * mRotate * worldOrient.inverse() * matrix.getRotate();
osg::Quat orient = worldOrient * mRotate * worldOrientInverse * matrix.getRotate();
matrix.setRotate(orient);
matrix.setTrans(matrix.getTrans() + worldOrientInverse * mOffset);
transform->setMatrix(matrix);
node->setMatrix(matrix);
traverse(node,nv);
}

@ -1,31 +1,36 @@
#ifndef OPENMW_MWRENDER_ROTATECONTROLLER_H
#define OPENMW_MWRENDER_ROTATECONTROLLER_H
#include <osg/NodeCallback>
#include <components/sceneutil/nodecallback.hpp>
#include <osg/Quat>
namespace osg
{
class MatrixTransform;
}
namespace MWRender
{
/// Applies a rotation in \a relativeTo's space.
/// @note Assumes that the node being rotated has its "original" orientation set every frame by a different controller.
/// The rotation is then applied on top of that orientation.
/// @note Must be set on a MatrixTransform.
class RotateController : public osg::NodeCallback
class RotateController : public SceneUtil::NodeCallback<RotateController, osg::MatrixTransform*>
{
public:
RotateController(osg::Node* relativeTo);
void setEnabled(bool enabled);
void setOffset(const osg::Vec3f& offset);
void setRotate(const osg::Quat& rotate);
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
void operator()(osg::MatrixTransform* node, osg::NodeVisitor* nv);
protected:
osg::Quat getWorldOrientation(osg::Node* node);
bool mEnabled;
osg::Vec3f mOffset;
osg::Quat mRotate;
osg::Node* mRelativeTo;
};

@ -44,6 +44,7 @@
#include <components/sceneutil/controller.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/sceneutil/shadow.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/settings/settings.hpp>
@ -301,13 +302,11 @@ public:
return osg::BoundingSphere(osg::Vec3f(0,0,0), 0);
}
class CullCallback : public osg::NodeCallback
class CullCallback : public SceneUtil::NodeCallback<CullCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
void operator() (osg::Node* node, osg::NodeVisitor* nv) override
void operator() (osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
// XXX have to remove unwanted culling plane of the water reflection camera
// Remove all planes that aren't from the standard frustum
@ -336,7 +335,7 @@ public:
cv->getProjectionCullingStack().back().pushCurrentMask();
cv->getCurrentCullingSet().pushCurrentMask();
traverse(node, nv);
traverse(node, cv);
cv->getProjectionCullingStack().back().popCurrentMask();
cv->getCurrentCullingSet().popCurrentMask();
@ -398,7 +397,7 @@ private:
/// @note Must be added as cull callback.
/// @note Meant to be used on a node that is child of a CameraRelativeTransform.
/// The current view point must be retrieved by the CameraRelativeTransform since we can't get it anymore once we are in camera-relative space.
class UnderwaterSwitchCallback : public osg::NodeCallback
class UnderwaterSwitchCallback : public SceneUtil::NodeCallback<UnderwaterSwitchCallback>
{
public:
UnderwaterSwitchCallback(CameraRelativeTransform* cameraRelativeTransform)
@ -414,7 +413,7 @@ public:
return mEnabled && viewPoint.z() < mWaterLevel;
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (isUnderwater())
return;
@ -717,7 +716,7 @@ private:
}
};
class OcclusionCallback : public osg::NodeCallback
class OcclusionCallback
{
public:
OcclusionCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal)
@ -760,7 +759,7 @@ private:
};
/// SunFlashCallback handles fading/scaling of a node depending on occlusion query result. Must be attached as a cull callback.
class SunFlashCallback : public OcclusionCallback
class SunFlashCallback : public OcclusionCallback, public SceneUtil::NodeCallback<SunFlashCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
SunFlashCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal)
@ -769,10 +768,8 @@ private:
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
float visibleRatio = getVisibleRatio(cv->getCurrentCamera());
osg::ref_ptr<osg::StateSet> stateset;
@ -811,7 +808,7 @@ private:
cv->pushModelViewMatrix(new osg::RefMatrix(modelView), osg::Transform::RELATIVE_RF);
traverse(node, nv);
traverse(node, cv);
cv->popModelViewMatrix();
@ -832,7 +829,7 @@ private:
/// SunGlareCallback controls a full-screen glare effect depending on occlusion query result and the angle between sun and camera.
/// Must be attached as a cull callback to the node above the glare node.
class SunGlareCallback : public OcclusionCallback
class SunGlareCallback : public OcclusionCallback, public SceneUtil::NodeCallback<SunGlareCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
SunGlareCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal,
@ -854,10 +851,8 @@ private:
mColor[i] = std::min(1.f, mColor[i]);
}
void operator ()(osg::Node* node, osg::NodeVisitor* nv) override
void operator ()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
float angleRadians = getAngleToSunInRadians(*cv->getCurrentRenderStage()->getInitialViewMatrix());
float visibleRatio = getVisibleRatio(cv->getCurrentCamera());
@ -885,7 +880,7 @@ private:
stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
cv->pushStateSet(stateset);
traverse(node, nv);
traverse(node, cv);
cv->popStateSet();
}
}

@ -58,20 +58,17 @@ namespace MWRender
/// To use, simply create the scene as subgraph of this node, then do setPlane(const osg::Plane& plane);
class ClipCullNode : public osg::Group
{
class PlaneCullCallback : public osg::NodeCallback
class PlaneCullCallback : public SceneUtil::NodeCallback<PlaneCullCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
/// @param cullPlane The culling plane (in world space).
PlaneCullCallback(const osg::Plane* cullPlane)
: osg::NodeCallback()
, mCullPlane(cullPlane)
: mCullPlane(cullPlane)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Polytope::PlaneList origPlaneList = cv->getProjectionCullingStack().back().getFrustum().getPlaneList();
osg::Plane plane = *mCullPlane;
@ -83,7 +80,7 @@ class ClipCullNode : public osg::Group
cv->getProjectionCullingStack().back().getFrustum().add(plane);
traverse(node, nv);
traverse(node, cv);
// undo
cv->getProjectionCullingStack().back().getFrustum().set(origPlaneList);
@ -93,7 +90,7 @@ class ClipCullNode : public osg::Group
const osg::Plane* mCullPlane;
};
class FlipCallback : public osg::NodeCallback
class FlipCallback : public SceneUtil::NodeCallback<FlipCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
FlipCallback(const osg::Plane* cullPlane)
@ -101,9 +98,8 @@ class ClipCullNode : public osg::Group
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Vec3d eyePoint = cv->getEyePoint();
osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
@ -123,7 +119,7 @@ class ClipCullNode : public osg::Group
modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
traverse(node, nv);
traverse(node, cv);
cv->popModelViewMatrix();
}
@ -166,31 +162,28 @@ private:
/// This callback on the Camera has the effect of a RELATIVE_RF_INHERIT_VIEWPOINT transform mode (which does not exist in OSG).
/// We want to keep the View Point of the parent camera so we will not have to recreate LODs.
class InheritViewPointCallback : public osg::NodeCallback
class InheritViewPointCallback : public SceneUtil::NodeCallback<InheritViewPointCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
InheritViewPointCallback() {}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::ref_ptr<osg::RefMatrix> modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
cv->popModelViewMatrix();
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::ABSOLUTE_RF_INHERIT_VIEWPOINT);
traverse(node, nv);
traverse(node, cv);
}
};
/// Moves water mesh away from the camera slightly if the camera gets too close on the Z axis.
/// The offset works around graphics artifacts that occurred with the GL_DEPTH_CLAMP when the camera gets extremely close to the mesh (seen on NVIDIA at least).
/// Must be added as a Cull callback.
class FudgeCallback : public osg::NodeCallback
class FudgeCallback : public SceneUtil::NodeCallback<FudgeCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
const float fudge = 0.2;
if (std::abs(cv->getEyeLocal().z()) < fudge)
{
@ -203,11 +196,11 @@ public:
modelViewMatrix->preMultTranslate(osg::Vec3f(0,0,diff));
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
traverse(node, nv);
traverse(node, cv);
cv->popModelViewMatrix();
}
else
traverse(node, nv);
traverse(node, cv);
}
};

@ -6,7 +6,7 @@
#include <osg/ref_ptr>
#include <osg/Vec3f>
#include <osg/Camera>
#include <osg/Vec3d>
#include <components/settings/settings.hpp>
@ -16,6 +16,7 @@ namespace osg
class PositionAttitudeTransform;
class Geometry;
class Node;
class Callback;
}
namespace osgUtil
@ -72,7 +73,7 @@ namespace MWRender
bool mInterior;
osg::Callback* mCullCallback;
osg::ref_ptr<osg::NodeCallback> mShaderWaterStateSetUpdater;
osg::ref_ptr<osg::Callback> mShaderWaterStateSetUpdater;
osg::Vec3f getSceneNodeCoordinates(int gridX, int gridY);
void updateVisible();

@ -20,6 +20,7 @@
#include <components/sceneutil/controller.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include "../mwworld/manualref.hpp"
#include "../mwworld/class.hpp"
@ -161,7 +162,7 @@ namespace MWWorld
}
/// Rotates an osg::PositionAttitudeTransform over time.
class RotateCallback : public osg::NodeCallback
class RotateCallback : public SceneUtil::NodeCallback<RotateCallback, osg::PositionAttitudeTransform*>
{
public:
RotateCallback(const osg::Vec3f& axis = osg::Vec3f(0,-1,0), float rotateSpeed = osg::PI*2)
@ -170,14 +171,12 @@ namespace MWWorld
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::PositionAttitudeTransform* node, osg::NodeVisitor* nv)
{
osg::PositionAttitudeTransform* transform = static_cast<osg::PositionAttitudeTransform*>(node);
double time = nv->getFrameStamp()->getSimulationTime();
osg::Quat orient = osg::Quat(time * mRotateSpeed, mAxis);
transform->setAttitude(orient);
node->setAttitude(orient);
traverse(node, nv);
}

@ -15,6 +15,7 @@
#include <components/resource/imagemanager.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/debug/debuglog.hpp>
@ -51,7 +52,7 @@ class Drawable : public osg::Drawable {
public:
// Stage 0: update widget animations and controllers. Run during the Update traversal.
class FrameUpdate : public osg::Drawable::UpdateCallback
class FrameUpdate : public SceneUtil::NodeCallback<FrameUpdate>
{
public:
FrameUpdate()
@ -64,9 +65,8 @@ public:
mRenderManager = renderManager;
}
void update(osg::NodeVisitor*, osg::Drawable*) override
void operator()(osg::Node*, osg::NodeVisitor*)
{
if (mRenderManager)
mRenderManager->update();
}
@ -75,7 +75,7 @@ public:
};
// Stage 1: collect draw calls. Run during the Cull traversal.
class CollectDrawCalls : public osg::Drawable::CullCallback
class CollectDrawCalls : public SceneUtil::NodeCallback<CollectDrawCalls>
{
public:
CollectDrawCalls()
@ -88,13 +88,9 @@ public:
mRenderManager = renderManager;
}
bool cull(osg::NodeVisitor*, osg::Drawable*, osg::State*) const override
void operator()(osg::Node*, osg::NodeVisitor*)
{
if (!mRenderManager)
return false;
mRenderManager->collectDrawCalls();
return false;
}
private:

@ -72,7 +72,7 @@ KeyframeController::KeyframeController()
KeyframeController::KeyframeController(const KeyframeController &copy, const osg::CopyOp &copyop)
: SceneUtil::KeyframeController(copy, copyop)
, SceneUtil::NodeCallback<KeyframeController>(copy, copyop)
, SceneUtil::NodeCallback<KeyframeController, NifOsg::MatrixTransform*>(copy, copyop)
, mRotations(copy.mRotations)
, mXRotations(copy.mXRotations)
, mYRotations(copy.mYRotations)
@ -134,16 +134,15 @@ osg::Vec3f KeyframeController::getTranslation(float time) const
return osg::Vec3f();
}
void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
void KeyframeController::operator() (NifOsg::MatrixTransform* node, osg::NodeVisitor* nv)
{
if (hasInput())
{
NifOsg::MatrixTransform* trans = static_cast<NifOsg::MatrixTransform*>(node);
osg::Matrix mat = trans->getMatrix();
osg::Matrix mat = node->getMatrix();
float time = getInputValue(nv);
Nif::Matrix3& rot = trans->mRotationScale;
Nif::Matrix3& rot = node->mRotationScale;
bool setRot = false;
if(!mRotations.empty())
@ -169,7 +168,7 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
for (int j=0;j<3;++j)
rot.mValues[i][j] = mat(j,i); // NB column/row major difference
float& scale = trans->mScale;
float& scale = node->mScale;
if(!mScales.empty())
scale = mScales.interpKey(time);
@ -180,7 +179,7 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
if(!mTranslations.empty())
mat.setTrans(mTranslations.interpKey(time));
trans->setMatrix(mat);
node->setMatrix(mat);
}
traverse(node, nv);
@ -191,8 +190,8 @@ GeomMorpherController::GeomMorpherController()
}
GeomMorpherController::GeomMorpherController(const GeomMorpherController &copy, const osg::CopyOp &copyop)
: osg::Drawable::UpdateCallback(copy, copyop)
, Controller(copy)
: Controller(copy)
, SceneUtil::NodeCallback<GeomMorpherController, SceneUtil::MorphGeometry*>(copy, copyop)
, mKeyFrames(copy.mKeyFrames)
{
}
@ -218,9 +217,8 @@ GeomMorpherController::GeomMorpherController(const Nif::NiGeomMorpherController*
}
}
void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable)
void GeomMorpherController::operator()(SceneUtil::MorphGeometry* node, osg::NodeVisitor *nv)
{
SceneUtil::MorphGeometry* morphGeom = static_cast<SceneUtil::MorphGeometry*>(drawable);
if (hasInput())
{
if (mKeyFrames.size() <= 1)
@ -233,11 +231,11 @@ void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable
if (!(*it).empty())
val = it->interpKey(input);
SceneUtil::MorphGeometry::MorphTarget& target = morphGeom->getMorphTarget(i);
SceneUtil::MorphGeometry::MorphTarget& target = node->getMorphTarget(i);
if (target.getWeight() != val)
{
target.setWeight(val);
morphGeom->dirty();
node->dirty();
}
}
}
@ -312,7 +310,7 @@ VisController::VisController()
}
VisController::VisController(const VisController &copy, const osg::CopyOp &copyop)
: osg::NodeCallback(copy, copyop)
: SceneUtil::NodeCallback<VisController>(copy, copyop)
, Controller(copy)
, mData(copy.mData)
, mMask(copy.mMask)
@ -353,14 +351,14 @@ RollController::RollController(const Nif::NiFloatInterpolator* interpolator)
}
RollController::RollController(const RollController &copy, const osg::CopyOp &copyop)
: osg::NodeCallback(copy, copyop)
: SceneUtil::NodeCallback<RollController, osg::MatrixTransform*>(copy, copyop)
, Controller(copy)
, mData(copy.mData)
, mStartingTime(copy.mStartingTime)
{
}
void RollController::operator() (osg::Node* node, osg::NodeVisitor* nv)
void RollController::operator() (osg::MatrixTransform* node, osg::NodeVisitor* nv)
{
traverse(node, nv);
@ -371,15 +369,14 @@ void RollController::operator() (osg::Node* node, osg::NodeVisitor* nv)
mStartingTime = newTime;
float value = mData.interpKey(getInputValue(nv));
osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
osg::Matrix matrix = transform->getMatrix();
osg::Matrix matrix = node->getMatrix();
// Rotate around "roll" axis.
// Note: in original game rotation speed is the framerate-dependent in a very tricky way.
// Do not replicate this behaviour until we will really need it.
// For now consider controller's current value as an angular speed in radians per 1/60 seconds.
matrix = osg::Matrix::rotate(value * duration * 60.f, 0, 0, 1) * matrix;
transform->setMatrix(matrix);
node->setMatrix(matrix);
}
}
@ -545,29 +542,28 @@ ParticleSystemController::ParticleSystemController()
}
ParticleSystemController::ParticleSystemController(const ParticleSystemController &copy, const osg::CopyOp &copyop)
: osg::NodeCallback(copy, copyop)
: SceneUtil::NodeCallback<ParticleSystemController, osgParticle::ParticleProcessor*>(copy, copyop)
, Controller(copy)
, mEmitStart(copy.mEmitStart)
, mEmitStop(copy.mEmitStop)
{
}
void ParticleSystemController::operator() (osg::Node* node, osg::NodeVisitor* nv)
void ParticleSystemController::operator() (osgParticle::ParticleProcessor* node, osg::NodeVisitor* nv)
{
osgParticle::ParticleProcessor* emitter = static_cast<osgParticle::ParticleProcessor*>(node);
if (hasInput())
{
float time = getInputValue(nv);
emitter->getParticleSystem()->setFrozen(false);
emitter->setEnabled(time >= mEmitStart && time < mEmitStop);
node->getParticleSystem()->setFrozen(false);
node->setEnabled(time >= mEmitStart && time < mEmitStop);
}
else
emitter->getParticleSystem()->setFrozen(true);
node->getParticleSystem()->setFrozen(true);
traverse(node, nv);
}
PathController::PathController(const PathController &copy, const osg::CopyOp &copyop)
: osg::NodeCallback(copy, copyop)
: SceneUtil::NodeCallback<PathController, osg::MatrixTransform*>(copy, copyop)
, Controller(copy)
, mPath(copy.mPath)
, mPercent(copy.mPercent)
@ -592,7 +588,7 @@ float PathController::getPercent(float time) const
return percent;
}
void PathController::operator() (osg::Node* node, osg::NodeVisitor* nv)
void PathController::operator() (osg::MatrixTransform* node, osg::NodeVisitor* nv)
{
if (mPath.empty() || mPercent.empty() || !hasInput())
{
@ -600,14 +596,13 @@ void PathController::operator() (osg::Node* node, osg::NodeVisitor* nv)
return;
}
osg::MatrixTransform* trans = static_cast<osg::MatrixTransform*>(node);
osg::Matrix mat = trans->getMatrix();
osg::Matrix mat = node->getMatrix();
float time = getInputValue(nv);
float percent = getPercent(time);
osg::Vec3f pos(mPath.interpKey(percent));
mat.setTrans(pos);
trans->setMatrix(mat);
node->setMatrix(mat);
traverse(node, nv);
}

@ -15,19 +15,27 @@
#include <osg/Texture2D>
#include <osg/StateSet>
#include <osg/NodeCallback>
#include <osg/Drawable>
namespace osg
{
class Material;
class MatrixTransform;
}
namespace osgParticle
{
class ParticleProcessor;
}
namespace SceneUtil
{
class MorphGeometry;
}
namespace NifOsg
{
class MatrixTransform;
// interpolation of keyframes
template <typename MapT>
class ValueInterpolator
@ -208,8 +216,7 @@ namespace NifOsg
float getMaximum() const override;
};
/// Must be set on a SceneUtil::MorphGeometry.
class GeomMorpherController : public osg::Drawable::UpdateCallback, public SceneUtil::Controller
class GeomMorpherController : public SceneUtil::Controller, public SceneUtil::NodeCallback<GeomMorpherController, SceneUtil::MorphGeometry*>
{
public:
GeomMorpherController(const Nif::NiGeomMorpherController* ctrl);
@ -218,13 +225,13 @@ namespace NifOsg
META_Object(NifOsg, GeomMorpherController)
void update(osg::NodeVisitor* nv, osg::Drawable* drawable) override;
void operator()(SceneUtil::MorphGeometry*, osg::NodeVisitor*);
private:
std::vector<FloatInterpolator> mKeyFrames;
};
class KeyframeController : public SceneUtil::KeyframeController, public SceneUtil::NodeCallback<KeyframeController>
class KeyframeController : public SceneUtil::KeyframeController, public SceneUtil::NodeCallback<KeyframeController, NifOsg::MatrixTransform*>
{
public:
// This is used if there's no interpolator but there is data (Morrowind meshes).
@ -242,7 +249,7 @@ namespace NifOsg
osg::Vec3f getTranslation(float time) const override;
void operator() (osg::Node*, osg::NodeVisitor*);
void operator() (NifOsg::MatrixTransform*, osg::NodeVisitor*);
private:
QuaternionInterpolator mRotations;
@ -277,7 +284,7 @@ namespace NifOsg
std::set<int> mTextureUnits;
};
class VisController : public osg::NodeCallback, public SceneUtil::Controller
class VisController : public SceneUtil::NodeCallback<VisController>, public SceneUtil::Controller
{
private:
std::vector<Nif::NiVisData::VisData> mData;
@ -292,10 +299,10 @@ namespace NifOsg
META_Object(NifOsg, VisController)
void operator() (osg::Node* node, osg::NodeVisitor* nv) override;
void operator() (osg::Node* node, osg::NodeVisitor* nv);
};
class RollController : public osg::NodeCallback, public SceneUtil::Controller
class RollController : public SceneUtil::NodeCallback<RollController, osg::MatrixTransform*>, public SceneUtil::Controller
{
private:
FloatInterpolator mData;
@ -307,7 +314,7 @@ namespace NifOsg
RollController() = default;
RollController(const RollController& copy, const osg::CopyOp& copyop);
void operator() (osg::Node* node, osg::NodeVisitor* nv) override;
void operator() (osg::MatrixTransform* node, osg::NodeVisitor* nv);
META_Object(NifOsg, RollController)
};
@ -378,7 +385,7 @@ namespace NifOsg
void apply(osg::StateSet *stateset, osg::NodeVisitor *nv) override;
};
class ParticleSystemController : public osg::NodeCallback, public SceneUtil::Controller
class ParticleSystemController : public SceneUtil::NodeCallback<ParticleSystemController, osgParticle::ParticleProcessor*>, public SceneUtil::Controller
{
public:
ParticleSystemController(const Nif::NiParticleSystemController* ctrl);
@ -387,14 +394,14 @@ namespace NifOsg
META_Object(NifOsg, ParticleSystemController)
void operator() (osg::Node* node, osg::NodeVisitor* nv) override;
void operator() (osgParticle::ParticleProcessor* node, osg::NodeVisitor* nv);
private:
float mEmitStart;
float mEmitStop;
};
class PathController : public osg::NodeCallback, public SceneUtil::Controller
class PathController : public SceneUtil::NodeCallback<PathController, osg::MatrixTransform*>, public SceneUtil::Controller
{
public:
PathController(const Nif::NiPathController* ctrl);
@ -403,7 +410,7 @@ namespace NifOsg
META_Object(NifOsg, PathController)
void operator() (osg::Node*, osg::NodeVisitor*) override;
void operator() (osg::MatrixTransform*, osg::NodeVisitor*);
private:
Vec3Interpolator mPath;

@ -109,24 +109,21 @@ namespace
// NodeCallback used to have a node always oriented towards the camera. The node can have translation and scale
// set just like a regular MatrixTransform, but the rotation set will be overridden in order to face the camera.
// Must be set as a cull callback.
class BillboardCallback : public osg::NodeCallback
class BillboardCallback : public SceneUtil::NodeCallback<BillboardCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
BillboardCallback()
{
}
BillboardCallback(const BillboardCallback& copy, const osg::CopyOp& copyop)
: osg::NodeCallback(copy, copyop)
: SceneUtil::NodeCallback<BillboardCallback, osg::Node*, osgUtil::CullVisitor*>(copy, copyop)
{
}
META_Object(NifOsg, BillboardCallback)
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Matrix modelView = *cv->getModelViewMatrix();
// attempt to preserve scale
@ -143,7 +140,7 @@ namespace
cv->pushModelViewMatrix(new osg::RefMatrix(modelView), osg::Transform::RELATIVE_RF);
traverse(node, nv);
traverse(node, cv);
cv->popModelViewMatrix();
}

@ -68,19 +68,17 @@ void ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo) const
osgParticle::ParticleSystem::drawImplementation(renderInfo);
}
void InverseWorldMatrix::operator()(osg::Node *node, osg::NodeVisitor *nv)
void InverseWorldMatrix::operator()(osg::MatrixTransform *node, osg::NodeVisitor *nv)
{
if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
osg::NodePath path = nv->getNodePath();
path.pop_back();
osg::MatrixTransform* trans = static_cast<osg::MatrixTransform*>(node);
osg::Matrix mat = osg::computeLocalToWorld( path );
mat.orthoNormalize(mat); // don't undo the scale
mat.invert(mat);
trans->setMatrix(mat);
node->setMatrix(mat);
}
traverse(node,nv);
}

@ -8,7 +8,7 @@
#include <osgParticle/Placer>
#include <osgParticle/Counter>
#include <osg/NodeCallback>
#include <components/sceneutil/nodecallback.hpp>
#include "controller.hpp" // ValueInterpolator
@ -57,20 +57,20 @@ namespace NifOsg
// Node callback used to set the inverse of the parent's world matrix on the MatrixTransform
// that the callback is attached to. Used for certain particle systems,
// so that the particles do not move with the node they are attached to.
class InverseWorldMatrix : public osg::NodeCallback
class InverseWorldMatrix : public SceneUtil::NodeCallback<InverseWorldMatrix, osg::MatrixTransform*>
{
public:
InverseWorldMatrix()
{
}
InverseWorldMatrix(const InverseWorldMatrix& copy, const osg::CopyOp& op)
: osg::Object(), osg::NodeCallback()
InverseWorldMatrix(const InverseWorldMatrix& copy, const osg::CopyOp& copyop)
: osg::Object(copy, copyop), SceneUtil::NodeCallback<InverseWorldMatrix, osg::MatrixTransform*>(copy, copyop)
{
}
META_Object(NifOsg, InverseWorldMatrix)
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
void operator()(osg::MatrixTransform* node, osg::NodeVisitor* nv);
};
class ParticleShooter : public osgParticle::Shooter

@ -2,6 +2,7 @@
#include <components/vfs/manager.hpp>
#include <osg/Stats>
#include <osgAnimation/Animation>
#include <osgAnimation/BasicAnimationManager>
#include <osgAnimation/Channel>

@ -40,16 +40,14 @@
namespace
{
class InitWorldSpaceParticlesCallback : public osg::NodeCallback
class InitWorldSpaceParticlesCallback : public SceneUtil::NodeCallback<InitWorldSpaceParticlesCallback, osgParticle::ParticleSystem*>
{
public:
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osgParticle::ParticleSystem* node, osg::NodeVisitor* nv)
{
osgParticle::ParticleSystem* partsys = static_cast<osgParticle::ParticleSystem*>(node);
// HACK: Ignore the InverseWorldMatrix transform the particle system is attached to
if (partsys->getNumParents() && partsys->getParent(0)->getNumParents())
transformInitialParticles(partsys, partsys->getParent(0)->getParent(0));
if (node->getNumParents() && node->getParent(0)->getNumParents())
transformInitialParticles(node, node->getParent(0)->getParent(0));
node->removeUpdateCallback(this);
}

@ -26,7 +26,7 @@ namespace SceneUtil
mType = type;
}
void LightController::operator ()(osg::Node* node, osg::NodeVisitor* nv)
void LightController::operator ()(SceneUtil::LightSource* node, osg::NodeVisitor* nv)
{
double time = nv->getFrameStamp()->getSimulationTime();
if (mStartTime == 0)
@ -38,7 +38,7 @@ namespace SceneUtil
if (mType == LT_Normal)
{
static_cast<SceneUtil::LightSource*>(node)->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor);
node->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor);
traverse(node, nv);
return;
}
@ -62,8 +62,7 @@ namespace SceneUtil
mPhase = mPhase <= 0.5f ? 1.f : 0.25f;
}
auto* lightSource = static_cast<SceneUtil::LightSource*>(node);
lightSource->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor * mBrightness * lightSource->getActorFade());
node->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor * mBrightness * node->getActorFade());
traverse(node, nv);
}

@ -1,15 +1,16 @@
#ifndef OPENMW_COMPONENTS_SCENEUTIL_LIGHTCONTROLLER_H
#define OPENMW_COMPONENTS_SCENEUTIL_LIGHTCONTROLLER_H
#include <osg/NodeCallback>
#include <components/sceneutil/nodecallback.hpp>
#include <osg/Vec4f>
namespace SceneUtil
{
class LightSource;
/// @brief Controller class to handle a pulsing and/or flickering light
/// @note Must be set on a SceneUtil::LightSource.
class LightController : public osg::NodeCallback
class LightController : public SceneUtil::NodeCallback<LightController, SceneUtil::LightSource*>
{
public:
enum LightType {
@ -26,7 +27,7 @@ namespace SceneUtil
void setDiffuse(const osg::Vec4f& color);
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
void operator()(SceneUtil::LightSource* node, osg::NodeVisitor* nv);
private:
LightType mType;

@ -650,23 +650,21 @@ namespace SceneUtil
}
};
class LightManagerCullCallback : public osg::NodeCallback
class LightManagerCullCallback : public SceneUtil::NodeCallback<LightManagerCullCallback, LightManager*, osgUtil::CullVisitor*>
{
public:
LightManagerCullCallback(LightManager* lightManager) : mLightManager(lightManager), mLastFrameNumber(0) {}
LightManagerCullCallback() : mLastFrameNumber(0) {}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(LightManager* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
if (mLastFrameNumber != cv->getTraversalNumber())
{
mLastFrameNumber = cv->getTraversalNumber();
if (mLightManager->getLightingMethod() == LightingMethod::SingleUBO)
if (node->getLightingMethod() == LightingMethod::SingleUBO)
{
auto stateset = mLightManager->getStateSet();
auto bo = mLightManager->getLightBuffer(mLastFrameNumber);
auto stateset = node->getStateSet();
auto bo = node->getLightBuffer(mLastFrameNumber);
#if OSG_VERSION_GREATER_OR_EQUAL(3,5,7)
osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Resource::SceneManager::UBOBinding::LightBuffer), bo->getData(), 0, bo->getData()->getTotalDataSize());
@ -676,23 +674,23 @@ namespace SceneUtil
stateset->setAttributeAndModes(ubb, osg::StateAttribute::ON);
}
auto sun = mLightManager->getSunlight();
auto sun = node->getSunlight();
if (sun)
{
// we must defer uploading the transformation to view-space position to deal with different cameras (e.g. reflection RTT).
if (mLightManager->getLightingMethod() == LightingMethod::PerObjectUniform)
if (node->getLightingMethod() == LightingMethod::PerObjectUniform)
{
osg::Matrixf lightMat;
configurePosition(lightMat, sun->getPosition());
configureAmbient(lightMat, sun->getAmbient());
configureDiffuse(lightMat, sun->getDiffuse());
configureSpecular(lightMat, sun->getSpecular());
mLightManager->setSunlightBuffer(lightMat, mLastFrameNumber);
node->setSunlightBuffer(lightMat, mLastFrameNumber);
}
else
{
auto buf = mLightManager->getLightBuffer(mLastFrameNumber);
auto buf = node->getLightBuffer(mLastFrameNumber);
buf->setCachedSunPos(sun->getPosition());
buf->setAmbient(0, sun->getAmbient());
@ -702,11 +700,10 @@ namespace SceneUtil
}
}
traverse(node, nv);
traverse(node, cv);
}
private:
LightManager* mLightManager;
size_t mLastFrameNumber;
};
@ -899,7 +896,7 @@ namespace SceneUtil
getOrCreateStateSet()->addUniform(new osg::Uniform("PointLightCount", 0));
addCullCallback(new LightManagerCullCallback(this));
addCullCallback(new LightManagerCullCallback());
}
LightManager::LightManager(const LightManager &copy, const osg::CopyOp &copyop)

@ -6,23 +6,19 @@
#include <osg/Texture2D>
#include <osgUtil/CullVisitor>
#include <components/sceneutil/nodecallback.hpp>
#include <components/settings/settings.hpp>
namespace SceneUtil
{
// RTTNode's cull callback
class CullCallback : public osg::NodeCallback
class CullCallback : public SceneUtil::NodeCallback<CullCallback, RTTNode*, osgUtil::CullVisitor*>
{
public:
CullCallback(RTTNode* group)
: mGroup(group) {}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(RTTNode* node, osgUtil::CullVisitor* cv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
mGroup->cull(cv);
node->cull(cv);
}
RTTNode* mGroup;
};
RTTNode::RTTNode(uint32_t textureWidth, uint32_t textureHeight, int renderOrderNum, bool doPerViewMapping)
@ -31,7 +27,7 @@ namespace SceneUtil
, mRenderOrderNum(renderOrderNum)
, mDoPerViewMapping(doPerViewMapping)
{
addCullCallback(new CullCallback(this));
addCullCallback(new CullCallback);
setCullingActive(false);
}

@ -68,7 +68,7 @@ namespace SceneUtil
}
StateSetUpdater::StateSetUpdater(const StateSetUpdater &copy, const osg::CopyOp &copyop)
: osg::NodeCallback(copy, copyop)
: SceneUtil::NodeCallback<StateSetUpdater>(copy, copyop)
{
}

@ -1,7 +1,7 @@
#ifndef OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H
#define OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H
#include <osg/NodeCallback>
#include <components/sceneutil/nodecallback.hpp>
#include <map>
#include <array>
@ -28,7 +28,7 @@ namespace SceneUtil
/// @note When used as a CullCallback, StateSetUpdater will have no effect on leaf nodes such as osg::Geometry and must be used on branch nodes only.
/// @note Do not add the same StateSetUpdater to multiple nodes.
/// @note Do not add multiple StateSetUpdaters on the same Node as they will conflict - instead use the CompositeStateSetUpdater.
class StateSetUpdater : public osg::NodeCallback
class StateSetUpdater : public SceneUtil::NodeCallback<StateSetUpdater>
{
public:
StateSetUpdater();
@ -36,7 +36,7 @@ namespace SceneUtil
META_Object(SceneUtil, StateSetUpdater)
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
void operator()(osg::Node* node, osg::NodeVisitor* nv);
/// Apply state - to override in derived classes
/// @note Due to the double buffering approach you *have* to apply all state

@ -19,6 +19,7 @@
#include <components/resource/scenemanager.hpp>
#include <components/settings/settings.hpp>
#include <components/debug/debuglog.hpp>
#include <components/sceneutil/nodecallback.hpp>
#ifndef GL_DEPTH32F_STENCIL8_NV
#define GL_DEPTH32F_STENCIL8_NV 0x8DAC
@ -174,8 +175,7 @@ void GlowUpdater::setDuration(float duration)
}
// Allows camera to render to a color and floating point depth texture with a multisampled framebuffer.
// Must be set on a camera's cull callback.
class AttachMultisampledDepthColorCallback : public osg::NodeCallback
class AttachMultisampledDepthColorCallback : public SceneUtil::NodeCallback<AttachMultisampledDepthColorCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
AttachMultisampledDepthColorCallback(osg::Texture2D* colorTex, osg::Texture2D* depthTex, int samples, int colorSamples)
@ -195,14 +195,14 @@ public:
mFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(depthTex));
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
{
osgUtil::RenderStage* renderStage = static_cast<osgUtil::CullVisitor*>(nv)->getCurrentRenderStage();
osgUtil::RenderStage* renderStage = cv->getCurrentRenderStage();
renderStage->setMultisampleResolveFramebufferObject(mFbo);
renderStage->setFrameBufferObject(mMsaaFbo);
traverse(node, nv);
traverse(node, cv);
}
private:

@ -4,7 +4,6 @@
#include <osg/Matrix>
#include <osg/BoundingSphere>
#include <osg/Camera>
#include <osg/NodeCallback>
#include <osg/Texture2D>
#include <osg/Vec4f>
#include <osg/Depth>

@ -4,13 +4,14 @@
#include <osg/ref_ptr>
#include <osg/Referenced>
#include <osg/Vec3f>
#include <osg/NodeCallback>
#include <atomic>
#include <limits>
#include <memory>
#include <set>
#include <components/sceneutil/nodecallback.hpp>
#include "defs.hpp"
#include "cellborder.hpp"
@ -45,7 +46,7 @@ namespace Terrain
class ChunkManager;
class CompositeMapRenderer;
class HeightCullCallback : public osg::NodeCallback
class HeightCullCallback : public SceneUtil::NodeCallback<HeightCullCallback>
{
public:
void setLowZ(float z)
@ -75,7 +76,7 @@ namespace Terrain
return mMask;
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (mLowZ <= mHighZ)
traverse(node, nv);

Loading…
Cancel
Save