2005-10-10 18:10:44 +08:00
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#ifndef _OF_DEPTHPARTITIONNODE_
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#define _OF_DEPTHPARTITIONNODE_
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#include "DistanceAccumulator.h"
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#include <osg/CameraNode>
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#define CURRENT_CLASS DepthPartitionNode
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/**********************************************************
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* Ravi Mathur
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* OpenFrames API, class DepthPartitionNode
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* A type of osg::Group that analyzes a scene, then partitions it into
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* several segments that can be rendered separately. Each segment
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* is small enough in the z-direction to avoid depth buffer problems
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* for very large scenes.
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**********************************************************/
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class CURRENT_CLASS : public osg::Group
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{
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public:
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CURRENT_CLASS();
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CURRENT_CLASS(const CURRENT_CLASS& dpn,
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const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Node( OpenFrames, CURRENT_CLASS ); // Common Node functions
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/** Set the active state. If not active, this node will simply add the
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specified scene as it's child, without analyzing it at all. */
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void setActive(bool active);
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inline bool getActive() const { return _active; }
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/** Specify whether the color buffer should be cleared before the first
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CameraNode draws it's scene. */
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void setClearColorBuffer(bool clear);
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inline bool getClearColorBuffer() const { return _clearColorBuffer; }
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/** Specify the render order for each CameraNode */
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void setRenderOrder(osg::CameraNode::RenderOrder order);
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inline osg::CameraNode::RenderOrder getRenderOrder() const
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{ return _renderOrder; }
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2005-10-27 17:38:06 +08:00
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/** Set/get the maximum depth that the scene will be traversed to.
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Defaults to UINT_MAX. */
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void setMaxTraversalDepth(unsigned int depth)
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{ _distAccumulator->setMaxDepth(depth); }
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inline unsigned int getMaxTraversalDepth() const
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{ return _distAccumulator->getMaxDepth(); }
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2005-10-10 18:10:44 +08:00
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/** Override update and cull traversals */
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virtual void traverse(osg::NodeVisitor &nv);
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/** Catch child management functions so the CameraNodes can be informed
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2005-10-27 17:38:06 +08:00
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of added or removed children. */
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2005-10-10 18:10:44 +08:00
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virtual bool addChild(osg::Node *child);
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virtual bool insertChild(unsigned int index, osg::Node *child);
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virtual bool removeChild(osg::Node *child);
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virtual bool removeChild(unsigned int pos, unsigned int numRemove = 1);
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virtual bool setChild(unsigned int i, osg::Node *node);
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protected:
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typedef std::vector< osg::ref_ptr<osg::CameraNode> > CameraList;
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~CURRENT_CLASS();
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void init();
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// Creates a new CameraNode object with default settings
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2005-11-11 03:16:01 +08:00
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osg::CameraNode* createOrReuseCamera(const osg::Matrix& proj,
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double znear, double zfar,
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const unsigned int &camNum);
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2005-10-10 18:10:44 +08:00
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bool _active; // Whether partitioning is active on the scene
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// The NodeVisitor that computes cameras for the scene
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osg::ref_ptr<DistanceAccumulator> _distAccumulator;
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osg::CameraNode::RenderOrder _renderOrder;
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bool _clearColorBuffer;
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// Cameras that should be used to draw the scene. These cameras
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// will be reused on every frame in order to save time and memory.
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CameraList _cameraList;
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unsigned int _numCameras; // Number of CameraNodes actually being used
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};
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#undef CURRENT_CLASS
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#endif
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