OpenSceneGraph/include/osgUtil/SceneView

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
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#ifndef OSGUTIL_SCENEVIEW
#define OSGUTIL_SCENEVIEW 1
#include <osg/Node>
#include <osg/StateSet>
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#include <osg/Light>
#include <osg/Camera>
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#include <osg/FrameStamp>
#include <osg/DisplaySettings>
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#include <osgUtil/CullVisitor>
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namespace osgUtil {
/**
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* SceneView is literally a view of a scene, encapsulating the
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* camera, global state, lights and the scene itself. Provides
* methods for setting up the view and rendering it.
*/
class OSGUTIL_EXPORT SceneView : public osg::Referenced
{
public:
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/** Construct a default scene view.*/
SceneView(osg::DisplaySettings* ds=NULL);
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/** Set scene view to use default global state, light, camera
* and render visitor.
*/
void setDefaults();
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/** Set the data which to view. The data will typically be
* an osg::Scene but can be any osg::Node type.
*/
void setSceneData(osg::Node* node) { _sceneData = node; }
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/** Get the scene data which to view. The data will typically be
* an osg::Scene but can be any osg::Node type.
*/
osg::Node* getSceneData() { return _sceneData.get(); }
/** Get the const scene data which to view. The data will typically be
* an osg::Scene but can be any osg::Node type.
*/
const osg::Node* getSceneData() const { return _sceneData.get(); }
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/** Set the viewport of the scene view to use specfied osg::Viewport. */
void setViewport(osg::Viewport* viewport)
{
if (viewport) _viewport = viewport;
else
{
// ensure that _viewport is always valid.
_viewport = osgNew osg::Viewport;
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}
}
/** Set the viewport of the scene view to specified dimensions. */
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void setViewport(int x,int y,int width,int height)
{
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_viewport->setViewport(x,y,width,height);
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}
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/** Get the const viewport. */
const osg::Viewport* getViewport() const { return _viewport.get(); }
/** Get the viewport. */
osg::Viewport* getViewport() { return _viewport.get(); }
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/** Get the viewport of the scene view. */
void getViewport(int& x,int& y,int& width,int& height)
{
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_viewport->getViewport(x,y,width,height);
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}
/** Set the DisplaySettings. */
inline void setDisplaySettings(osg::DisplaySettings* vs) { _displaySettings = vs; }
/** Get the const DisplaySettings */
inline const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
/** Get the DisplaySettings */
inline osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); }
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/** Set the background color used in glClearColor().
Defaults to an off blue color.*/
void setBackgroundColor(const osg::Vec4& color) { _backgroundColor=color; }
/** Get the background color.*/
const osg::Vec4& getBackgroundColor() const { return _backgroundColor; }
void setGlobalStateSet(osg::StateSet* state) { _globalState = state; }
osg::StateSet* getGlobalStateSet() { return _globalState.get(); }
const osg::StateSet* getGlobalStateSet() const { return _globalState.get(); }
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enum LightingMode {
HEADLIGHT, // default
SKY_LIGHT,
NO_SCENEVIEW_LIGHT
};
void setLightingMode(LightingMode mode) { _lightingMode=mode; }
LightingMode getLightingMode() const { return _lightingMode; }
void setLight(osg::Light* light) { _light = light; }
osg::Light* getLight() { return _light.get(); }
const osg::Light* getLight() const { return _light.get(); }
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void setState(osg::State* state) { _state = state; }
osg::State* getState() { return _state.get(); }
const osg::State* getState() const { return _state.get(); }
/** set an osg::Camera for the scene view to use for setting projection and modelview matrices internaly.
* However, the projection matrix from the camera will be overriden by a projection matrix which is set explicitly
* via setProjectionMatrix(..), see below.
* Also, the model matrix from the camera will be overriden by a modelview matrix which is set explicitly
* via setModelViewMatrix(..), see below.*/
void setCamera(osg::Camera* camera) { _camera = camera; }
osg::Camera* getCamera() { return _camera.get(); }
const osg::Camera* getCamera() const { return _camera.get(); }
/** set a projection matrix. Note, this will override a camera's projection matrix if it is not NULL.*/
void setProjectionMatrix(osg::Matrix* matrix) { _projectionMatrix = matrix; }
osg::Matrix* getProjectionMatrix() { return _projectionMatrix.get(); }
const osg::Matrix* getProjectionMatrix() const { return _projectionMatrix.get(); }
/** set a modelview matrix. Note, this will override a camera's modelview matrix if it is not NULL.*/
void setModelViewMatrix(osg::Matrix* matrix) { _modelviewMatrix = matrix; }
osg::Matrix* getModelViewMatrix() { return _modelviewMatrix.get(); }
const osg::Matrix* getModelViewMatrix() const { return _modelviewMatrix.get(); }
void setInitVisitor(osg::NodeVisitor* av) { _initVisitor = av; }
osg::NodeVisitor* getInitVisitor() { return _initVisitor.get(); }
const osg::NodeVisitor* getInitVisitor() const { return _initVisitor.get(); }
void setAppVisitor(osg::NodeVisitor* av) { _appVisitor = av; }
osg::NodeVisitor* getAppVisitor() { return _appVisitor.get(); }
const osg::NodeVisitor* getAppVisitor() const { return _appVisitor.get(); }
void setCullVisitor(osgUtil::CullVisitor* cv) { _cullVisitor = cv; }
osgUtil::CullVisitor* getCullVisitor() { return _cullVisitor.get(); }
const osgUtil::CullVisitor* getCullVisitor() const { return _cullVisitor.get(); }
void setRenderGraph(osgUtil::RenderGraph* rg) { _rendergraph = rg; }
osgUtil::RenderGraph* getRenderGraph() { return _rendergraph.get(); }
const osgUtil::RenderGraph* getRenderGraph() const { return _rendergraph.get(); }
void setRenderStage(osgUtil::RenderStage* rs) { _renderStage = rs; }
osgUtil::RenderStage* getRenderStage() { return _renderStage.get(); }
const osgUtil::RenderStage* getRenderStage() const { return _renderStage.get(); }
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void setCullMask(const osg::Node::NodeMask nm) { _cullMask = nm; }
const osg::Node::NodeMask getCullMask() const { return _cullMask; }
void setCullMaskLeft(const osg::Node::NodeMask nm) { _cullMaskLeft = nm; }
const osg::Node::NodeMask getCullMaskLeft() const { return _cullMaskLeft; }
void setCullMaskRight(const osg::Node::NodeMask nm) { _cullMaskRight = nm; }
const osg::Node::NodeMask getCullMaskRight() const { return _cullMaskRight; }
/** Set the LOD bias for the CullVisitor to use.*/
void setLODBias(float bias) { _LODBias = bias; }
/** Get the LOD bias.*/
float getLODBias() const { return _LODBias; }
/** Set the Small Feature Culling Pixel Size.*/
void setSmallFeatureCullingPixelSize(float value) { _smallFeatureCullingPixelSize=value; }
/** Get the Small Feature Culling Pixel Size.*/
float getSmallFeatureCullingPixelSize() const { return _smallFeatureCullingPixelSize; }
/** Set the culling mode for the CullVisitor to use.*/
void setCullingMode(osg::CullStack::CullingMode mode) { _cullingMode = mode; }
/** Returns the current CullingMode.*/
osg::CullStack::CullingMode getCullingMode() const { return _cullingMode; }
/** Set the ComputeNearFarMode for the CullVisitor to use.*/
void setComputeNearFarMode(CullVisitor::ComputeNearFarMode cnfm) { _computeNearFar=cnfm; }
/** Get the ComputeNearFarMode.*/
CullVisitor::ComputeNearFarMode getComputeNearFarMode() const { return _computeNearFar;}
/** FusionDistanceMode is used only when working in stereo.*/
enum FusionDistanceMode
{
/** Use fusion distance from the attached camera if one exist.*/
USE_CAMERA_FUSION_DISTANCE,
/** Use fusion distance from the value set on the SceneView.*/
USE_FUSION_DISTANCE_VALUE,
/** Compute the fusion distance by multiplying the screen distance by the fusion distance value.*/
PROPORTIONAL_TO_SCREEN_DISTANCE
};
/** Set the FusionDistanceMode and Value. Note, is used only when working in stereo.*/
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void setFusionDistance(FusionDistanceMode mode,float value=1.0f)
{
_fusionDistanceMode = mode;
_fusionDistanceValue = value;
}
/** Get the FusionDistanceMode.*/
FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; }
/** Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.*/
float getFusionDistanceValue() const { return _fusionDistanceValue; }
/** set whether the draw method should call renderer->prioritizeTexture.*/
void setPrioritizeTextures(bool pt) { _prioritizeTextures = pt; }
/** get whether the draw method should call renderer->prioritizeTexture.*/
bool getPrioritizeTextures() const { return _prioritizeTextures; }
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/** Calculate, via glUnProject, the object coordinates of a window point.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
*/
bool projectWindowIntoObject(const osg::Vec3& window,osg::Vec3& object) const;
/** Calculate, via glUnProject, the object coordinates of a window x,y
when projected onto the near and far planes.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
*/
bool projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
/** Calculate, via glProject, the object coordinates of a window.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window,
whereas as window API's normally have the top left as the origin,
so you may need to pass in (mouseX,window_height-mouseY,...).
Returns true on successful projection.
*/
bool projectObjectIntoWindow(const osg::Vec3& object,osg::Vec3& window) const;
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/** Set the frame stamp for the current frame.*/
inline void setFrameStamp(osg::FrameStamp* fs) { _frameStamp = fs; }
/** Set the frame stamp for the current frame.*/
inline const osg::FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
/** Do init traversal of attached scene graph using Init NodeVisitor.
* The init traversal is called once for each SceneView, and should
* be used to compile display list, texture objects intialize data
* not otherwise intializaed during scene graph loading. Note, is
* called automatically by app&cull if it hasn't already been called
* elsewhere. Also init() should only ever be called within a valid
* graphics context.*/
virtual void init();
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/** Do app traversal of attached scene graph using App NodeVisitor.*/
virtual void app();
/** Do cull traversal of attached scene graph using Cull NodeVisitor.*/
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virtual void cull();
/** Do draw traversal of draw bins generated by cull traversal.*/
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virtual void draw();
protected:
virtual ~SceneView();
/** Do cull traversal of attached scene graph using Cull NodeVisitor.*/
virtual void cullStage(osg::Matrix* projection,osg::Matrix* modelview,osgUtil::CullVisitor* cullVisitor, osgUtil::RenderGraph* rendergraph, osgUtil::RenderStage* renderStage);
const osg::Matrix computeMVPW() const;
void clearArea(int x,int y,int width,int height,const osg::Vec4& color);
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osg::ref_ptr<osg::Node> _sceneData;
osg::ref_ptr<osg::StateSet> _globalState;
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osg::ref_ptr<osg::Light> _light;
osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::Matrix> _projectionMatrix;
osg::ref_ptr<osg::Matrix> _modelviewMatrix;
osg::ref_ptr<osg::DisplaySettings> _displaySettings;
osg::ref_ptr<osg::State> _state;
bool _initCalled;
osg::ref_ptr<osg::NodeVisitor> _initVisitor;
osg::ref_ptr<osg::NodeVisitor> _appVisitor;
osg::Node::NodeMask _cullMask;
osg::ref_ptr<osgUtil::CullVisitor> _cullVisitor;
osg::ref_ptr<osgUtil::RenderGraph> _rendergraph;
osg::ref_ptr<osgUtil::RenderStage> _renderStage;
osg::Node::NodeMask _cullMaskLeft;
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osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorLeft;
osg::ref_ptr<osgUtil::RenderGraph> _rendergraphLeft;
osg::ref_ptr<osgUtil::RenderStage> _renderStageLeft;
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osg::Node::NodeMask _cullMaskRight;
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osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorRight;
osg::ref_ptr<osgUtil::RenderGraph> _rendergraphRight;
osg::ref_ptr<osgUtil::RenderStage> _renderStageRight;
osg::ref_ptr<osg::FrameStamp> _frameStamp;
osg::Vec4 _backgroundColor;
CullVisitor::ComputeNearFarMode _computeNearFar;
osg::CullStack::CullingMode _cullingMode;
float _LODBias;
float _smallFeatureCullingPixelSize;
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FusionDistanceMode _fusionDistanceMode;
float _fusionDistanceValue;
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osg::ref_ptr<osg::Viewport> _viewport;
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LightingMode _lightingMode;
bool _prioritizeTextures;
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};
}
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#endif