OpenSceneGraph/include/osgProducer/OsgCameraGroup

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGPRODUCER_OSGCAMERAGROUP_H
#define OSGPRODUCER_OSGCAMERAGROUP_H 1
#include <Producer/CameraGroup>
#include <osg/Timer>
#include <osg/ArgumentParser>
#include <osg/ApplicationUsage>
#include <osg/Group>
#include <osg/StateSet>
#include <osg/FrameStamp>
#include <osg/DisplaySettings>
#include <osgDB/DatabasePager>
#include <osgProducer/OsgSceneHandler>
namespace osgProducer {
class OSGPRODUCER_EXPORT OsgCameraGroup : public Producer::CameraGroup
{
public :
OsgCameraGroup();
OsgCameraGroup(Producer::CameraConfig *cfg);
OsgCameraGroup(const std::string& configFile);
OsgCameraGroup(osg::ArgumentParser& arguments);
virtual ~OsgCameraGroup() {}
void setApplicationUsage(osg::ApplicationUsage* au) { _applicationUsage = au; }
osg::ApplicationUsage* getApplicationUsage() { return _applicationUsage; }
const osg::ApplicationUsage* getApplicationUsage() const { return _applicationUsage; }
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typedef std::vector < Producer::ref_ptr<osgProducer::OsgSceneHandler> > SceneHandlerList;
SceneHandlerList& getSceneHandlerList() { return _shvec;}
const SceneHandlerList& getSceneHandlerList() const { return _shvec;}
void setSceneData( osg::Node *scene );
osg::Node *getSceneData() { return _scene_data.get(); }
const osg::Node *getSceneData() const { return _scene_data.get(); }
void setSceneDecorator( osg::Group* decorator);
osg::Group* getSceneDecorator() { return _scene_decorator.get(); }
const osg::Group* getSceneDecorator() const { return _scene_decorator.get(); }
osg::Node* getTopMostSceneData();
const osg::Node* getTopMostSceneData() const;
void setDisplaySettings( osg::DisplaySettings *ds ) { _ds = ds; }
osg::DisplaySettings *getDisplaySettings() { return _ds.get(); }
const osg::DisplaySettings *getDisplaySettings() const { return _ds.get(); }
void setFrameStamp( osg::FrameStamp* fs );
osg::FrameStamp *getFrameStamp() { return _frameStamp.get(); }
const osg::FrameStamp *getFrameStamp() const { return _frameStamp.get(); }
void setGlobalStateSet( osg::StateSet *sset );
osg::StateSet *getGlobalStateSet() { return _global_stateset.get(); }
const osg::StateSet *getGlobalStateSet() const { return _global_stateset.get(); }
void setBackgroundColor( const osg::Vec4& backgroundColor );
osg::Vec4& getBackgroundColor() { return _background_color; }
const osg::Vec4& getBackgroundColor() const { return _background_color; }
void setLODScale( float scale );
void setFusionDistance( osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f);
/** RealizeCallback class one should override to provide an the implemention of realize callbacks.
* Note, this callback overrides the normal call to OsgSceneHandler::init() so it become the your
* responisibility to call this within your callback if required, it is a safe assumption to
* always call OsgSceneHandler::init() within your callback..*/
class OSGPRODUCER_EXPORT RealizeCallback : public osg::Referenced
{
public:
virtual void operator()( OsgCameraGroup& cg, OsgSceneHandler& sh, const Producer::RenderSurface & rs) = 0;
protected:
virtual ~RealizeCallback() {}
};
/** Set the realize callback to use when once the render surfaces are realized.*/
void setRealizeCallback( RealizeCallback* cb) { _realizeCallback = cb; }
/** Get the realize callback.*/
RealizeCallback* getRealizeCallback() { return _realizeCallback.get(); }
/** Get the const realize callback.*/
const RealizeCallback* getRealizeCallback() const { return _realizeCallback.get(); }
void advance();
/** Set the threading model and then call realize().*/
virtual bool realize(ThreadingModel thread_model );
/** Realize the render surfaces (OpenGL graphics) and various threads, and call any realize callbacks.*/
virtual bool realize();
/** Set the model view matrix of the camera group,
* by individually set all the camera groups's camera.*/
virtual void setView(const osg::Matrix& matrix);
/** Get the model view martrix of the camera group,
* taking its value for camera 0.*/
const osg::Matrix getViewMatrix() const;
virtual void sync();
/** Dispatch the cull and draw for each of the Camera's for this frame.*/
virtual void frame();
protected :
void setUpSceneViewsWithData();
osg::ApplicationUsage* _applicationUsage;
osg::ref_ptr<osg::Node> _scene_data;
osg::ref_ptr<osg::Group> _scene_decorator;
osg::ref_ptr<osg::StateSet> _global_stateset;
osg::Vec4 _background_color;
float _LODScale;
osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode;
float _fusionDistanceValue;
SceneHandlerList _shvec;
osg::ref_ptr<RealizeCallback> _realizeCallback;
osg::ref_ptr<osg::DisplaySettings> _ds;
bool _initialized;
unsigned int _frameNumber;
osg::Timer _timer;
osg::Timer_t _start_tick;
osg::ref_ptr<osg::FrameStamp> _frameStamp;
osg::ref_ptr<osgDB::DatabasePager> _databasePager;
void _init();
};
}
#endif