/* -*-c++-*-
*
- * Copyright (C) 2006 Mathias Froehlich
+ * Copyright (C) 2006-2009 Mathias Froehlich
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
#define SG_SCENE_UPDATEVISITOR_HXX
#include <osg/NodeVisitor>
+#include <osg/PagedLOD>
#include <osgUtil/UpdateVisitor>
+#include "simgear/math/SGMath.hxx"
+
class SGUpdateVisitor : public osgUtil::UpdateVisitor {
public:
- SGUpdateVisitor()
+ SGUpdateVisitor() :
+ mVisibility(-1)
{
setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
+ setVisibility(10000);
}
void setViewData(const SGVec3d& globalEyePos,
const SGQuatd& globalViewOrientation)
{
mGlobalGeodEyePos = SGGeod::fromCart(globalEyePos);
+ _currentEyePos = toOsg(globalEyePos);
mGlobalEyePos = globalEyePos;
mGlobalViewOr = globalViewOrientation;
mGlobalHorizLocalOr = SGQuatd::fromLonLat(mGlobalGeodEyePos);
mHorizLocalDown = mGlobalHorizLocalOr.backTransform(SGVec3d(0, 0, 1));
}
- void setSceneryCenter(const SGVec3d& sceneryCenter)
- {
- mSceneryCenter = sceneryCenter;
- }
-
void setVisibility(double visibility)
{
+ if (mVisibility == visibility)
+ return;
mVisibility = visibility;
mSqrVisibility = visibility*visibility;
+
+ double m_log01 = -log( 0.01 );
+ double sqrt_m_log01 = sqrt( m_log01 );
+ double fog_exp_density = m_log01 / visibility;
+ double fog_exp2_density = sqrt_m_log01 / visibility;
+ double ground_exp2_punch_through = sqrt_m_log01 / (visibility * 1.5);
+ double rwy_exp2_punch_through, taxi_exp2_punch_through;
+ if ( visibility < 8000 ) {
+ rwy_exp2_punch_through = sqrt_m_log01 / (visibility * 2.5);
+ taxi_exp2_punch_through = sqrt_m_log01 / (visibility * 1.5);
+ } else {
+ rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
+ taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
+ }
+
+ mFogExpDensity = fog_exp_density;
+ mFogExp2Density = fog_exp2_density;
+ mRunwayFogExp2Density = rwy_exp2_punch_through;
+ mTaxiFogExp2Density = taxi_exp2_punch_through;
+ mGroundLightsFogExp2Density = ground_exp2_punch_through;
}
double getVisibility() const
double getSqrVisibility() const
{ return mSqrVisibility; }
+ double getFogExpDensity() const
+ { return mFogExpDensity; }
+ double getFogExp2Density() const
+ { return mFogExp2Density; }
+ double getRunwayFogExp2Density() const
+ { return mRunwayFogExp2Density; }
+ double getTaxiFogExp2Density() const
+ { return mTaxiFogExp2Density; }
+ double getGroundLightsFogExp2Density() const
+ { return mGroundLightsFogExp2Density; }
+
const SGVec3d& getGlobalEyePos() const
{ return mGlobalEyePos; }
const SGGeod& getGeodEyePos() const
{ return mHorizLocalEast; }
const SGVec3d& getHorizLocalDown() const
{ return mHorizLocalDown; }
+
+ void setLight(const SGVec3f& direction, const SGVec4f& ambient,
+ const SGVec4f& diffuse, const SGVec4f& specular,
+ const SGVec4f& fogColor, double sunAngleDeg)
+ {
+ mLightDirection = direction;
+ mAmbientLight = ambient;
+ mDiffuseLight = diffuse;
+ mSpecularLight = specular;
+ mFogColor = fogColor;
+ mSunAngleDeg = sunAngleDeg;
+ }
+
+ const SGVec3f& getLightDirection() const
+ { return mLightDirection; }
+ const SGVec4f& getAmbientLight() const
+ { return mAmbientLight; }
+ const SGVec4f& getDiffuseLight() const
+ { return mDiffuseLight; }
+ const SGVec4f& getSpecularLight() const
+ { return mSpecularLight; }
+ const SGVec4f& getFogColor() const
+ { return mFogColor; }
+
+ double getSunAngleDeg() const
+ { return mSunAngleDeg; }
+
+ virtual void apply(osg::Node& node)
+ {
+ if (!needToEnterNode(node))
+ return;
+ osgUtil::UpdateVisitor::apply(node);
+ }
+ // To avoid expiry of LOD nodes that are in range and that are updated,
+ // mark them with the last traversal number, even if they are culled away
+ // by the cull frustum.
+ virtual void apply(osg::PagedLOD& pagedLOD)
+ {
+ if (!needToEnterNode(pagedLOD))
+ return;
+ if (getFrameStamp())
+ pagedLOD.setFrameNumberOfLastTraversal(getFrameStamp()->getFrameNumber());
+ osgUtil::UpdateVisitor::apply(pagedLOD);
+ }
+ // To be able to traverse correctly only the active children, we need to
+ // track the model view matrices during update.
+ virtual void apply(osg::Transform& transform)
+ {
+ if (!needToEnterNode(transform))
+ return;
+ osg::Matrix matrix = _matrix;
+ transform.computeLocalToWorldMatrix(_matrix, this);
+ osgUtil::UpdateVisitor::apply(transform);
+ _matrix = matrix;
+ }
+ virtual void apply(osg::Camera& camera)
+ {
+ if (!needToEnterNode(camera))
+ return;
+ if (camera.getReferenceFrame() == osg::Camera::ABSOLUTE_RF) {
+ osg::Vec3d currentEyePos = _currentEyePos;
+ _currentEyePos = osg::Vec3d(0, 0, 0);
+ apply(static_cast<osg::Transform&>(camera));
+ _currentEyePos = currentEyePos;
+ } else {
+ apply(static_cast<osg::Transform&>(camera));
+ }
+ }
+ // Function to make the LOD traversal only enter that children that
+ // are visible on the screen.
+ virtual float getDistanceToViewPoint(const osg::Vec3& pos, bool) const
+ { return (_currentEyePos - _matrix.preMult(osg::Vec3d(pos))).length(); }
+
+protected:
+ bool needToEnterNode(const osg::Node& node) const
+ {
+ if (!node.isCullingActive())
+ return true;
+ return isSphereInRange(node.getBound());
+ }
+ bool isSphereInRange(const osg::BoundingSphere& sphere) const
+ {
+ if (!sphere.valid())
+ return false;
+ float maxDist = mVisibility + sphere._radius;
+ osg::Vec3d center = _matrix.preMult(osg::Vec3d(sphere._center));
+ return (_currentEyePos - center).length2() <= maxDist*maxDist;
+ }
+
private:
+ osg::Matrix _matrix;
+ osg::Vec3d _currentEyePos;
+
SGGeod mGlobalGeodEyePos;
SGVec3d mGlobalEyePos;
SGQuatd mGlobalViewOr;
SGVec3d mHorizLocalEast;
SGVec3d mHorizLocalDown;
- SGVec3d mSceneryCenter;
-
double mVisibility;
double mSqrVisibility;
+ double mFogExpDensity;
+ double mFogExp2Density;
+ double mRunwayFogExp2Density;
+ double mTaxiFogExp2Density;
+ double mGroundLightsFogExp2Density;
+
+ SGVec3f mLightDirection;
+ SGVec4f mAmbientLight;
+ SGVec4f mDiffuseLight;
+ SGVec4f mSpecularLight;
+ SGVec4f mFogColor;
+
+ double mSunAngleDeg;
};
#endif