/* -*-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 #include #include #include #include #include #include #include #include #include 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; } typedef std::vector < Producer::ref_ptr > 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; /** update internal structures w.r.t updated scene data.*/ virtual void updatedSceneData(); 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 ); float getLODScale() const { return _LODScale; } 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::Matrixd& matrix); /** Get the model view martrix of the camera group, * taking its value for camera 0.*/ osg::Matrixd getViewMatrix() const; virtual void sync(); /** Dispatch the cull and draw for each of the Camera's for this frame.*/ virtual void frame(); protected : virtual void setUpSceneViewsWithData(); osg::ApplicationUsage* _applicationUsage; osg::ref_ptr _scene_data; osg::ref_ptr _scene_decorator; osg::ref_ptr _global_stateset; osg::Vec4 _background_color; float _LODScale; osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode; float _fusionDistanceValue; SceneHandlerList _shvec; osg::ref_ptr _realizeCallback; osg::ref_ptr _ds; bool _initialized; unsigned int _frameNumber; osg::Timer _timer; osg::Timer_t _start_tick; osg::ref_ptr _frameStamp; void _init(); }; } #endif