/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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 OSGUTIL_RENDERSTAGE #define OSGUTIL_RENDERSTAGE 1 #include #include #include #include namespace osgUtil { /** * RenderStage base class. Used for encapsulate a complete stage in * rendering - setting up of viewport, the projection and model * matrices and rendering the RenderBin's enclosed with this RenderStage. * RenderStage also has a dependency list of other RenderStages, each * of which must be called before the rendering of this stage. These * 'pre' rendering stages are used for advanced rendering techniques * like multistage pixel shading or impostors. */ class OSGUTIL_EXPORT RenderStage : public RenderBin { public: RenderStage(SortMode mode=SORT_BY_STATE); RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); virtual osg::Object* cloneType() const { return new RenderStage(); } virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new RenderStage(*this,copyop); } // note only implements a clone of type. virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast(obj)!=0L; } virtual const char* className() const { return "RenderStage"; } virtual void reset(); /** Set the viewport.*/ void setViewport(osg::Viewport* viewport) { _viewport = viewport; } /** Get the const viewport. */ const osg::Viewport* getViewport() const { return _viewport.get(); } /** Get the viewport. */ osg::Viewport* getViewport() { return _viewport.get(); } /** Set the clear mask used in glClear(..). * Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */ void setClearMask(GLbitfield mask) { _clearMask = mask; } /** Get the clear mask.*/ GLbitfield getClearMask() const { return _clearMask; } void setColorMask(osg::ColorMask* cm) { _colorMask = cm; } osg::ColorMask* getColorMask() { return _colorMask.get(); } const osg::ColorMask* getColorMask() const { return _colorMask.get(); } /** Set the clear color used in glClearColor(..). * glClearColor is only called if mask & GL_COLOR_BUFFER_BIT is true*/ void setClearColor(const osg::Vec4& color) { _clearColor=color; } /** Get the clear color.*/ const osg::Vec4& getClearColor() const { return _clearColor; } /** Set the clear accum used in glClearAccum(..). * glClearAcumm is only called if mask & GL_ACCUM_BUFFER_BIT is true. */ void setClearAccum(const osg::Vec4& color) { _clearAccum=color; } /** Get the clear accum.*/ const osg::Vec4& getClearAccum() const { return _clearAccum; } /** Set the clear depth used in glClearDepth(..). Defaults to 1.0 * glClearDepth is only called if mask & GL_DEPTH_BUFFER_BIT is true. */ void setClearDepth(double depth) { _clearDepth=depth; } /** Get the clear depth.*/ double getClearDepth() const { return _clearDepth; } /** Set the clear stencil value used in glClearStencil(). Defaults to 0; * glClearStencil is only called if mask & GL_STENCIL_BUFFER_BIT is true*/ void setClearStencil(int stencil) { _clearStencil=stencil; } /** Get the clear color.*/ int getClearStencil() const { return _clearStencil; } void setRenderStageLighting(RenderStageLighting* rsl) { _renderStageLighting = rsl; } RenderStageLighting* getRenderStageLighting() const { if (!_renderStageLighting.valid()) _renderStageLighting = new RenderStageLighting; return _renderStageLighting.get(); } virtual void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr) { getRenderStageLighting()->addPositionedAttribute(matrix,attr); } virtual void addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr) { getRenderStageLighting()->addPositionedTextureAttribute(textureUnit, matrix,attr); } virtual void drawPreRenderStages(osg::State& state,RenderLeaf*& previous); virtual void draw(osg::State& state,RenderLeaf*& previous); virtual void drawImplementation(osg::State& state,RenderLeaf*& previous); void addToDependencyList(RenderStage* rs); /** Extract stats for current draw list. */ bool getStats(Statistics* primStats); protected: virtual ~RenderStage(); typedef std::vector< osg::ref_ptr > DependencyList; bool _stageDrawnThisFrame; DependencyList _dependencyList; // viewport x,y,width,height. osg::ref_ptr _viewport; GLbitfield _clearMask; osg::ref_ptr _colorMask; osg::Vec4 _clearColor; osg::Vec4 _clearAccum; double _clearDepth; int _clearStencil; mutable osg::ref_ptr _renderStageLighting; }; } #endif