Added osg::EarthSky node to the core osg library, and added support for it into

osgUtil::SceneView, osg::CullVisitor, osgPlugin/osg and updated the hangglide
demo to use the new earth sky node.
This commit is contained in:
Robert Osfield 2001-10-02 11:36:14 +00:00
parent fc1fa57275
commit 430c8606e9
8 changed files with 67 additions and 8 deletions

View File

@ -134,6 +134,10 @@ SOURCE=..\..\src\osg\Drawable.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osg\EarthSky.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osg\Fog.cpp
# End Source File
# Begin Source File
@ -334,6 +338,10 @@ SOURCE=..\..\Include\Osg\Drawable
# End Source File
# Begin Source File
SOURCE=..\..\Include\Osg\EarthSky
# End Source File
# Begin Source File
SOURCE=..\..\Include\Osg\Export
# End Source File
# Begin Source File

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@ -15,6 +15,7 @@ class LOD;
class Sequence;
class Switch;
class Impostor;
class EarthSky;
/** Visitor for type safe operations on osg::Node's.
Based on GOF's Visitor pattern.*/
@ -128,6 +129,7 @@ class SG_EXPORT NodeVisitor : public Referenced
virtual void apply(Sequence& node) { apply((Group&)node); }
virtual void apply(LOD& node) { apply((Group&)node); }
virtual void apply(Impostor& node) { apply((LOD&)node); }
virtual void apply(EarthSky& node) { apply((Group&)node); }
protected:

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@ -10,6 +10,7 @@
#include <osg/State>
#include <osg/Camera>
#include <osg/Impostor>
#include <osg/EarthSky>
#include <osg/Notify>
#include <osgUtil/RenderGraph>
@ -47,12 +48,19 @@ class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor
virtual void apply(osg::Transform& node);
virtual void apply(osg::Switch& node);
virtual void apply(osg::LOD& node);
virtual void apply(osg::EarthSky& node);
virtual void apply(osg::Impostor& node);
void setCamera(const osg::Camera& camera);
void setCamera(const osg::Camera& camera);
const osg::Camera* getCamera() const { return _camera.get(); }
void setEarthSky(const osg::EarthSky* earthSky) { _earthSky = earthSky; }
const osg::EarthSky* getEarthSky() const { return _earthSky.get(); }
void setLODBias(const float bias) { _LODBias = bias; }
const float getLODBias() const { return _LODBias; }
@ -279,6 +287,8 @@ class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor
float _calculated_zfar;
osg::ref_ptr<const osg::Camera> _camera;
osg::ref_ptr<const osg::EarthSky> _earthSky;
TransparencySortMode _tsm;

View File

@ -2,6 +2,7 @@
#include <osg/Notify>
#include <osg/Depth>
#include <osg/StateSet>
#include <osg/EarthSky>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
@ -130,9 +131,13 @@ int main( int argc, char **argv )
// model and clear the color and depth buffer for us, by using
// osg::Depth, and setting their bin numbers to less than 0,
// to force them to draw before the rest of the scene.
osg::EarthSky* earthSky = new osg::EarthSky;
earthSky->setRequiresClear(false); // we've got base and sky to do it.
earthSky->addChild(makeSky()); // bin number -2 so drawn first.
earthSky->addChild(makeBase()); // bin number -1 so draw second.
group->addChild(makeSky()); // bin number -2 so drawn first.
group->addChild(makeBase()); // bin number -1 so draw second.
group->addChild(earthSky);
// the rest of the scene drawn after the base and sky above.
group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
@ -158,10 +163,6 @@ int main( int argc, char **argv )
osgUtil::SceneView* sv = viewer.getViewportSceneView(0);
// switch off the render stages clear mask as we use the earth/sky
// to clear it for us, see above.
sv->getRenderStage()->setClearMask(0);
viewer.run();
return 0;

View File

@ -12,6 +12,7 @@ C++FILES = \
CullFace.cpp\
Depth.cpp \
Drawable.cpp\
EarthSky.cpp\
Fog.cpp\
FrameStamp.cpp\
FrontFace.cpp\
@ -69,6 +70,7 @@ TARGET_INCLUDE_FILES = \
osg/CullFace\
osg/Depth\
osg/Drawable\
osg/EarthSky\
osg/Export\
osg/Fog\
osg/FrameStamp\

View File

@ -9,6 +9,7 @@ C++FILES = \
CullFace.cpp\
Depth.cpp\
Drawable.cpp\
EarthSky.cpp\
Fog.cpp\
FrontFace.cpp\
Geode.cpp\

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@ -3,7 +3,6 @@
#include <osg/LOD>
#include <osg/Billboard>
#include <osg/LightSource>
#include <osg/Impostor>
#include <osg/Notify>
#include <osg/TexEnv>
#include <osg/AlphaFunc>
@ -645,6 +644,23 @@ void CullVisitor::apply(LOD& node)
_cullingModeStack.pop_back();
}
void CullVisitor::apply(osg::EarthSky& node)
{
// simply override the current earth sky.
setEarthSky(&node);
// push the node's state.
StateSet* node_state = node.getStateSet();
if (node_state) pushStateSet(node_state);
traverse(node);
// pop the node's state off the render graph stack.
if (node_state) popStateSet();
}
void CullVisitor::apply(Impostor& node)
{
const BoundingSphere& bs = node.getBound();

View File

@ -135,6 +135,7 @@ void SceneView::cull()
_cullVisitor->setLODBias(_lodBias);
_cullVisitor->setCamera(*_camera);
_cullVisitor->setViewport(_viewport.get());
_cullVisitor->setEarthSky(NULL); // reset earth sky on each frame.
_renderStage->reset();
@ -170,6 +171,24 @@ void SceneView::cull()
_renderStage->sort();
const osg::EarthSky* earthSky = _cullVisitor->getEarthSky();
if (earthSky)
{
if (earthSky->getRequiresClear())
{
_renderStage->setClearColor(earthSky->getClearColor());
// really should set clear mask here, but what to? Need
// to consider the stencil and accumulation buffers..
// will defer to later. Robert Osfield. October 2001.
}
else
{
// we have an earth sky implementation to do the work for use
// so we don't need to clear.
_renderStage->setClearMask(0);
}
}
// prune out any empty RenderGraph children.
// note, this would be not required if the _renderGraph had been
// reset at the start of each frame (see top of this method) but