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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* 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 .
*/
# include <osg/CameraNode>
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# include <osg/Notify>
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using namespace osg ;
CameraNode : : CameraNode ( ) :
_clearColor ( osg : : Vec4 ( 0.0f , 0.0f , 0.0f , 1.0f ) ) ,
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_clearMask ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ,
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_transformOrder ( PRE_MULTIPLY ) ,
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_renderOrder ( POST_RENDER ) ,
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_renderOrderNum ( 0 ) ,
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_drawBuffer ( GL_NONE ) ,
_readBuffer ( GL_NONE ) ,
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_renderTargetImplementation ( FRAME_BUFFER ) ,
_renderTargetFallback ( FRAME_BUFFER )
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{
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setStateSet ( new StateSet ) ;
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}
CameraNode : : CameraNode ( const CameraNode & camera , const CopyOp & copyop ) :
Transform ( camera , copyop ) ,
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CullSettings ( camera ) ,
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_clearColor ( camera . _clearColor ) ,
_clearMask ( camera . _clearMask ) ,
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_colorMask ( camera . _colorMask ) ,
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_viewport ( camera . _viewport ) ,
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_transformOrder ( camera . _transformOrder ) ,
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_projectionMatrix ( camera . _projectionMatrix ) ,
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_viewMatrix ( camera . _viewMatrix ) ,
_renderOrder ( camera . _renderOrder ) ,
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_renderOrderNum ( camera . _renderOrderNum ) ,
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_drawBuffer ( camera . _drawBuffer ) ,
_readBuffer ( camera . _readBuffer ) ,
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_renderTargetImplementation ( camera . _renderTargetImplementation ) ,
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_renderTargetFallback ( camera . _renderTargetFallback ) ,
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_bufferAttachmentMap ( camera . _bufferAttachmentMap ) ,
_postDrawCallback ( camera . _postDrawCallback )
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{
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}
CameraNode : : ~ CameraNode ( )
{
}
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bool CameraNode : : isRenderToTextureCamera ( ) const
{
return ( ! _bufferAttachmentMap . empty ( ) ) ;
}
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void CameraNode : : setRenderTargetImplementation ( RenderTargetImplementation impl )
{
_renderTargetImplementation = impl ;
if ( impl < FRAME_BUFFER ) _renderTargetFallback = ( RenderTargetImplementation ) ( impl + 1 ) ;
else _renderTargetFallback = impl ;
}
void CameraNode : : setRenderTargetImplementation ( RenderTargetImplementation impl , RenderTargetImplementation fallback )
{
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if ( impl < fallback | | ( impl = = FRAME_BUFFER & & fallback = = FRAME_BUFFER ) )
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{
_renderTargetImplementation = impl ;
_renderTargetFallback = fallback ;
}
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else
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{
osg : : notify ( osg : : NOTICE ) < < " Warning: CameraNode::setRenderTargetImplementation(impl,fallback) must have a lower rated fallback than the main target implementation. " < < std : : endl ;
setRenderTargetImplementation ( impl ) ;
}
}
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void CameraNode : : setColorMask ( osg : : ColorMask * colorMask )
{
if ( _colorMask = = colorMask ) return ;
osg : : StateSet * stateset = getOrCreateStateSet ( ) ;
if ( _colorMask . valid ( ) & & stateset )
{
stateset - > removeAttribute ( _colorMask . get ( ) ) ;
}
_colorMask = colorMask ;
if ( _colorMask . valid ( ) & & stateset )
{
stateset - > setAttribute ( _colorMask . get ( ) ) ;
}
}
void CameraNode : : setColorMask ( bool red , bool green , bool blue , bool alpha )
{
if ( ! _colorMask ) setColorMask ( new osg : : ColorMask ) ;
if ( _colorMask . valid ( ) ) _colorMask - > setMask ( red , green , blue , alpha ) ;
}
void CameraNode : : setViewport ( osg : : Viewport * viewport )
{
if ( _viewport = = viewport ) return ;
osg : : StateSet * stateset = getOrCreateStateSet ( ) ;
if ( _viewport . valid ( ) & & stateset )
{
stateset - > removeAttribute ( _viewport . get ( ) ) ;
}
_viewport = viewport ;
if ( _viewport . valid ( ) & & stateset )
{
stateset - > setAttribute ( _viewport . get ( ) ) ;
}
}
void CameraNode : : setViewport ( int x , int y , int width , int height )
{
if ( ! _viewport ) setViewport ( new osg : : Viewport ) ;
if ( _viewport . valid ( ) ) _viewport - > setViewport ( x , y , width , height ) ;
}
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Matrixd CameraNode : : getInverseViewMatrix ( ) const
{
Matrixd inverse ;
inverse . invert ( _viewMatrix ) ;
return inverse ;
}
void CameraNode : : setProjectionMatrixAsOrtho ( double left , double right ,
double bottom , double top ,
double zNear , double zFar )
{
setProjectionMatrix ( osg : : Matrixd : : ortho ( left , right ,
bottom , top ,
zNear , zFar ) ) ;
}
void CameraNode : : setProjectionMatrixAsOrtho2D ( double left , double right ,
double bottom , double top )
{
setProjectionMatrix ( osg : : Matrixd : : ortho2D ( left , right ,
bottom , top ) ) ;
}
void CameraNode : : setProjectionMatrixAsFrustum ( double left , double right ,
double bottom , double top ,
double zNear , double zFar )
{
setProjectionMatrix ( osg : : Matrixd : : frustum ( left , right ,
bottom , top ,
zNear , zFar ) ) ;
}
void CameraNode : : setProjectionMatrixAsPerspective ( double fovy , double aspectRatio ,
double zNear , double zFar )
{
setProjectionMatrix ( osg : : Matrixd : : perspective ( fovy , aspectRatio ,
zNear , zFar ) ) ;
}
bool CameraNode : : getProjectionMatrixAsOrtho ( double & left , double & right ,
double & bottom , double & top ,
double & zNear , double & zFar )
{
return _projectionMatrix . getOrtho ( left , right ,
bottom , top ,
zNear , zFar ) ;
}
bool CameraNode : : getProjectionMatrixAsFrustum ( double & left , double & right ,
double & bottom , double & top ,
double & zNear , double & zFar )
{
return _projectionMatrix . getFrustum ( left , right ,
bottom , top ,
zNear , zFar ) ;
}
bool CameraNode : : getProjectionMatrixAsPerspective ( double & fovy , double & aspectRatio ,
double & zNear , double & zFar )
{
return _projectionMatrix . getPerspective ( fovy , aspectRatio , zNear , zFar ) ;
}
void CameraNode : : setViewMatrixAsLookAt ( const Vec3 & eye , const Vec3 & center , const Vec3 & up )
{
setViewMatrix ( osg : : Matrixd : : lookAt ( eye , center , up ) ) ;
}
void CameraNode : : getViewMatrixAsLookAt ( Vec3 & eye , Vec3 & center , Vec3 & up , float lookDistance )
{
_viewMatrix . getLookAt ( eye , center , up , lookDistance ) ;
}
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void CameraNode : : attach ( BufferComponent buffer , GLenum internalFormat )
{
_bufferAttachmentMap [ buffer ] . _internalFormat = internalFormat ;
}
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void CameraNode : : attach ( BufferComponent buffer , osg : : Texture * texture , unsigned int level , unsigned int face , bool mipMapGeneration )
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{
_bufferAttachmentMap [ buffer ] . _texture = texture ;
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_bufferAttachmentMap [ buffer ] . _level = level ;
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_bufferAttachmentMap [ buffer ] . _face = face ;
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_bufferAttachmentMap [ buffer ] . _mipMapGeneration = mipMapGeneration ;
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}
void CameraNode : : attach ( BufferComponent buffer , osg : : Image * image )
{
_bufferAttachmentMap [ buffer ] . _image = image ;
}
void CameraNode : : detach ( BufferComponent buffer )
{
_bufferAttachmentMap . erase ( buffer ) ;
}
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void CameraNode : : releaseGLObjects ( osg : : State * state ) const
{
if ( state ) const_cast < CameraNode * > ( this ) - > _renderingCache [ state - > getContextID ( ) ] = 0 ;
else const_cast < CameraNode * > ( this ) - > _renderingCache . setAllElementsTo ( 0 ) ;
Transform : : releaseGLObjects ( state ) ;
}
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bool CameraNode : : computeLocalToWorldMatrix ( Matrix & matrix , NodeVisitor * ) const
{
if ( _referenceFrame = = RELATIVE_RF )
{
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if ( _transformOrder = = PRE_MULTIPLY )
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{
matrix . preMult ( _viewMatrix ) ;
}
else
{
matrix . postMult ( _viewMatrix ) ;
}
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}
else // absolute
{
matrix = _viewMatrix ;
}
return true ;
}
bool CameraNode : : computeWorldToLocalMatrix ( Matrix & matrix , NodeVisitor * ) const
{
const Matrixd & inverse = getInverseViewMatrix ( ) ;
if ( _referenceFrame = = RELATIVE_RF )
{
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if ( _transformOrder = = PRE_MULTIPLY )
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{
// note doing inverse so pre becomes post.
matrix . postMult ( inverse ) ;
}
else
{
// note doing inverse so post becomes pre.
matrix . preMult ( inverse ) ;
}
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}
else // absolute
{
matrix = inverse ;
}
return true ;
}