[osg-users] CompositeViewer Node render order problem Win32 osg 3.4

ted morris ted.morris at gmail.com
Mon Nov 30 08:39:40 PST 2015


Greetings OSG'ers.

I have a program which utilizes CompositeViewer to render a "corner window"
view of my scene graph, within a bigger main window view. To achieve a
boarder effect around the corner window viewport, a HUD overlay used to
render a grey box underneath the 2nd view corner window.

It worked without a hitch  in an older version, 2.8.5 win32 of
OpenSceneGraph (build with VisualStudio).

But when I recompiled the program with a later built version (CMake.exe/VS
2013), I get rather strange object rendering order problems with the
objects in the same scene graph with the **2nd, corner window**  of the
osgCompositeViewer.  The **first main window** renders perfectly fine. The
essence of the code is below. A lot of extra code  is used for determining
the appropriate window and HUD boarder 'frame' dimensions and camera view
frustums, but barring that,  it is pretty straight forward and not much to
it, I think.

To simplify the code a little bit for brevity, I have the removed Trackball
code because with much testing on various configurations this doesn't
change the observed behavior anyway (nor does any lighting mode).

I did try clone(osg::CopyOp::SHALLOW_COPY) of the entire scene graph model,
and even re-creating parts ofit from scratch and the same
strange rendering order behavior resulted.

Any advice or insights would be greatly appreciated,

thanks all,

ted


<snip>
.
.
.
// osgViewers decl on the heap
    osg::ref_ptr<osgViewer::Viewer>  m_viewer;
osg::ref_ptr<osgViewer::Viewer>  m_OVERLAYviewer;
osg::ref_ptr<osgViewer::CompositeViewer>  m_dualviewer;
osg::Camera  * m_HUDcam;
// view manipulators configured and constrained as appropriate...
// <-- code removed for brevity...>
osgGA::NodeTrackerManipulator   * m_Camera_followcar;
osgGA::NodeTrackerManipulator::TrackerMode   m_trackerMode;
osgGA::NodeTrackerManipulator::RotationMode  m_rotationMode;
osgGA::TrackballManipulator  * m_tbm;

// NOTE: gw is a wxWidgets OpenGL context canvas set up earlier...
m_viewer->getCamera()->setGraphicsContext(gw);
m_viewer->getCamera()->setClearColor(osg::Vec4(153./0xff, 216./0xff,
238./0xff, 1.0));
// use CullMask to hide rendering of specific nodes in the scene
m_viewer->getCamera()->setCullMask(0x04);
m_viewer->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

// create a camera to set up the projection and model view matrices, and
the subgraph to drawn in the HUD
    osg::Camera* camera = new osg::Camera;

    // set the projection matrix
    //camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
m_width_fraction_of_mainW  = 0.225;  // 0.25;
m_height_fraction_of_mainW = 0.275; //(1.0/3.0);
// ll => "lower left", ur => "upper right"
int xll = -(int)(m_width_fraction_of_mainW  * m_viewersize.GetX())/2;
int yll = -(int)(m_height_fraction_of_mainW * m_viewersize.GetY())/2;
int yur = -yll;
double left = (double)xll/(double)(yur-yll);
double right = -left;
double bottom = -0.5;
double top = 0.5;
double zfar = 13000.0; // make arbitrarily huge ... but not too big so for
things like a skydome won't get clipped
double znear = 4.5;
// scale everything so clipping plane is about 0.25 meters
double scale_fac = 0.5/znear;

znear  *= scale_fac;
left   *= scale_fac;
right  *= scale_fac;
top    *= scale_fac;
bottom *= scale_fac;

camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    // draw subgraph after main camera view.

    // we don't want the camera to grab event focus from the viewers main
camera(s).
    //camera->setAllowEventFocus(true);
camera->setAllowEventFocus(false);

double cornerX0 = 1.0 - m_width_fraction_of_mainW;
double cornerY0 = 1.0 - m_height_fraction_of_mainW;
camera->setViewport(
                (int)( cornerX0 * m_viewersize.GetX()+5 ),
                (int)( cornerY0 * m_viewersize.GetY()+5 ),
(int)( m_width_fraction_of_mainW *  m_viewersize.GetX()-5 ),
(int)( m_height_fraction_of_mainW * m_viewersize.GetY()-5 )
);
zfar = 10000;
camera->setProjectionMatrixAsFrustum(left,right, bottom, top, znear, zfar);
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setGraphicsContext(gw);
camera->setCullMask(0x02);
camera->setRenderOrder(osg::Camera::POST_RENDER,1);
// =false: we don't want the camera to grab event focus from the viewers
main camera(s).
camera->setAllowEventFocus(true); //(false);
m_OVERLAYviewer->setCamera(camera);
m_OVERLAYviewer->getCamera()->setGraphicsContext(gw);

// <!-- basic NodeTracker manipulator code removed for brevety... -->
m_Camera_followcar = new osgGA::NodeTrackerManipulator;
.
.
.
// set up the scene for the camera and camera view using the loaded scene
// model
m_OVERLAYviewer->setSceneData(themodel);
// try HUD slave cam for drawing a boarder
m_HUDcam = new osg::Camera;

//HUDcam->setProjectionMatrixAsOrtho(0.5*xll,0.5*xur,0.5*yll, 0.5*yur,
-1000.0,1000.0);
m_HUDcam->setProjectionMatrix( osg::Matrix::ortho2D(0,
m_viewersize.GetX(),0, m_viewersize.GetY()));
// don't let other cam influence this camera's transform view matrix
    m_HUDcam->setReferenceFrame(osg::Transform::ABSOLUTE_RF);

    // only clear the depth buffer for HUD, so other pixels behind it don't
get erased.
    m_HUDcam->setClearMask(GL_DEPTH_BUFFER_BIT);

// draw subgraph after main camera view.
    m_HUDcam->setRenderOrder(osg::Camera::POST_RENDER,0);
m_HUDcam->setAllowEventFocus(false);

// create the frame
osg::MatrixTransform * matrixtransfm = new osg::MatrixTransform;
matrixtransfm->setMatrix(osg::Matrix::identity());
// create the Geode (Geometry Node) to contain all our osg::Geometry
objects.
    osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
    stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
matrixtransfm->addChild(geode);

osg::ref_ptr<osg::Vec4Array> shared_colors = new osg::Vec4Array;
shared_colors->push_back(osg::Vec4(0.75f,0.75f,0.75f,1.0f));
// same trick for shared normal.
    osg::ref_ptr<osg::Vec3Array> shared_normals = new osg::Vec3Array;
    shared_normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));

// create POLYGON
{
        // create Geometry object to store all the vertices and lines
primitive.
        osg::Geometry* polyGeom = new osg::Geometry();

        // this time we'll a C arrays to initialize the vertices.
        // note, anticlockwise ordering.
        // note II, OpenGL polygons must be convex plan polygons, otherwise
        // undefined results will occur.  If you have concave polygons or
ones
        // that cross over themselves then use the osgUtil::Tessellator to
fix
        // the polygons into a set of valid polygons.
double xll =  -2.0;
double yll =  -2.0;
double xlr =  m_width_fraction_of_mainW  * m_viewersize.GetX()+2;
double yur =  m_height_fraction_of_mainW * m_viewersize.GetY()+2;
        osg::Vec3 myCoords[] =
        {
            osg::Vec3( xll,yll, 0),
            osg::Vec3( xlr, yll, 0),
            osg::Vec3( xlr, yur, 0),
            osg::Vec3(xll, yur, 0)
        };

m_HUDxaxis = xlr - xll;
m_HUDyaxis = yur - yll;

        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);

        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);

        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);


        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);

        // This time we simply use primitive, and hardwire the number of
coords to use
        // since we know up front,
        polyGeom->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }
matrixtransfm->setMatrix(osg::Matrix::translate(-200.0,-200.0,0.0));
m_HUDcam->addChild(matrixtransfm);

m_HUDcam->setViewport(  0 ,0, m_viewersize.GetX(), m_viewersize.GetY());

m_HUDcam->setGraphicsContext(gw);

m_viewer->addSlave(m_HUDcam, false);

// <!-- basic trackball manipulator code removed for brevety... -->
m_tbm = new osgGA::TrackballManipulator;
.
.
  .
// take the loaded scene graph, "themodel" and associate with the 'main
window' osgViewer
m_viewer->setSceneData(themodel);

m_viewer->getCamera()->setViewport(0,0,m_viewersize.GetWidth(),m_viewersize.GetHeight());
m_viewer->addEventHandler(new osgViewer::StatsHandler);
    m_viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
    double zfocal = 1.5; // w.r.t normalized screen coords were min/max
vertical= -0.5/+0.5
this->AdjustPerspective(zfocal);
int width = m_viewersize.GetWidth();

m_dualviewer = new osgViewer::CompositeViewer;
m_dualviewer->addView(m_viewer);
m_dualviewer->addView(m_OVERLAYviewer);
<snip>
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