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			165 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "terraindrawable.hpp"
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#include <osg/ClusterCullingCallback>
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#include <osgUtil/CullVisitor>
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#include <components/sceneutil/lightmanager.hpp>
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#include "compositemaprenderer.hpp"
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namespace Terrain
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{
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    TerrainDrawable::TerrainDrawable() {}
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    TerrainDrawable::~TerrainDrawable() {}
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    TerrainDrawable::TerrainDrawable(const TerrainDrawable& copy, const osg::CopyOp& copyop)
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        : osg::Geometry(copy, copyop)
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        , mPasses(copy.mPasses)
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        , mLightListCallback(copy.mLightListCallback)
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    {
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    }
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    void TerrainDrawable::accept(osg::NodeVisitor& nv)
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    {
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        if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
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        {
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            osg::Geometry::accept(nv);
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        }
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        else if (nv.validNodeMask(*this))
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        {
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            nv.pushOntoNodePath(this);
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            cull(static_cast<osgUtil::CullVisitor*>(&nv));
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            nv.popFromNodePath();
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        }
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    }
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    inline float distance(const osg::Vec3& coord, const osg::Matrix& matrix)
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    {
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        return -((float)coord[0] * (float)matrix(0, 2) + (float)coord[1] * (float)matrix(1, 2)
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            + (float)coord[2] * (float)matrix(2, 2) + matrix(3, 2));
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    }
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    // canot use ClusterCullingCallback::cull: viewpoint != eyepoint
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    //  !osgfixpotential!
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    bool clusterCull(osg::ClusterCullingCallback* cb, const osg::Vec3f& eyePoint, bool shadowcam)
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    {
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        float _deviation = cb->getDeviation();
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        const osg::Vec3& _controlPoint = cb->getControlPoint();
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        osg::Vec3 _normal = cb->getNormal();
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        if (shadowcam)
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            _normal = _normal * -1; // inverting for shadowcam frontfaceculing
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        float _radius = cb->getRadius();
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        if (_deviation <= -1.0f)
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            return false;
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        osg::Vec3 eye_cp = eyePoint - _controlPoint;
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        float radius = eye_cp.length();
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        if (radius < _radius)
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            return false;
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        float deviation = (eye_cp * _normal) / radius;
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        return deviation < _deviation;
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    }
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    void TerrainDrawable::cull(osgUtil::CullVisitor* cv)
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    {
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        const osg::BoundingBox& bb = getBoundingBox();
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        if (_cullingActive && cv->isCulled(getBoundingBox()))
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            return;
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        bool shadowcam = cv->getCurrentCamera()->getName() == "ShadowCamera";
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        if (cv->getCullingMode() & osg::CullStack::CLUSTER_CULLING
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            && clusterCull(mClusterCullingCallback, cv->getEyePoint(), shadowcam))
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            return;
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        osg::RefMatrix& matrix = *cv->getModelViewMatrix();
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        if (cv->getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR && bb.valid())
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        {
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            if (!cv->updateCalculatedNearFar(matrix, *this, false))
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                return;
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        }
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        float depth = bb.valid() ? distance(bb.center(), matrix) : 0.0f;
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        if (osg::isNaN(depth))
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            return;
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        if (shadowcam)
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        {
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            cv->addDrawableAndDepth(this, &matrix, depth);
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            return;
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        }
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        if (mCompositeMap && mCompositeMapRenderer)
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        {
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            mCompositeMapRenderer->setImmediate(mCompositeMap);
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            mCompositeMapRenderer = nullptr;
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        }
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        bool pushedLight = mLightListCallback && mLightListCallback->pushLightState(this, cv);
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        osg::StateSet* stateset = getStateSet();
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        if (stateset)
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            cv->pushStateSet(stateset);
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        for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
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        {
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            cv->pushStateSet(*it);
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            cv->addDrawableAndDepth(this, &matrix, depth);
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            cv->popStateSet();
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        }
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        if (stateset)
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            cv->popStateSet();
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        if (pushedLight)
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            cv->popStateSet();
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    }
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    void TerrainDrawable::createClusterCullingCallback()
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    {
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        mClusterCullingCallback = new osg::ClusterCullingCallback(this);
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    }
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    void TerrainDrawable::setPasses(const TerrainDrawable::PassVector& passes)
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    {
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        mPasses = passes;
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    }
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    void TerrainDrawable::setLightListCallback(SceneUtil::LightListCallback* lightListCallback)
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    {
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        mLightListCallback = lightListCallback;
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    }
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    void TerrainDrawable::setupWaterBoundingBox(float waterheight, float margin)
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    {
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        osg::Vec3Array* vertices = static_cast<osg::Vec3Array*>(getVertexArray());
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        for (unsigned int i = 0; i < vertices->size(); ++i)
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        {
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            const osg::Vec3f& vertex = (*vertices)[i];
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            if (vertex.z() <= waterheight)
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                mWaterBoundingBox.expandBy(vertex);
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        }
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        if (mWaterBoundingBox.valid())
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        {
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            const osg::BoundingBox& bb = getBoundingBox();
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            mWaterBoundingBox.xMin() = std::max(bb.xMin(), mWaterBoundingBox.xMin() - margin);
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            mWaterBoundingBox.yMin() = std::max(bb.yMin(), mWaterBoundingBox.yMin() - margin);
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            mWaterBoundingBox.xMax() = std::min(bb.xMax(), mWaterBoundingBox.xMax() + margin);
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            mWaterBoundingBox.xMax() = std::min(bb.xMax(), mWaterBoundingBox.xMax() + margin);
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        }
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    }
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    void TerrainDrawable::compileGLObjects(osg::RenderInfo& renderInfo) const
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    {
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        for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
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        {
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            osg::StateSet* stateset = *it;
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            stateset->compileGLObjects(*renderInfo.getState());
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        }
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        osg::Geometry::compileGLObjects(renderInfo);
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    }
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}
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