/* -*-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. */ #include using namespace osg; CameraNode::CameraNode(): _clearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)), _clearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT), _transformOrder(PRE_MULTIPLE), _renderOrder(POST_RENDER), _renderTargetImplementation(FRAME_BUFFER) { setStateSet(new StateSet); } CameraNode::CameraNode(const CameraNode& camera,const CopyOp& copyop): Transform(camera,copyop), CullSettings(camera), _clearColor(camera._clearColor), _clearMask(camera._clearMask), _colorMask(camera._colorMask), _viewport(camera._viewport), _transformOrder(camera._transformOrder), _projectionMatrix(camera._projectionMatrix), _viewMatrix(camera._viewMatrix), _renderOrder(camera._renderOrder), _renderTargetImplementation(camera._renderTargetImplementation), _bufferAttachmentMap(camera._bufferAttachmentMap) { } CameraNode::~CameraNode() { } 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); } 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); } void CameraNode::attach(BufferComponent buffer, GLenum internalFormat) { _bufferAttachmentMap[buffer]._internalFormat = internalFormat; } void CameraNode::attach(BufferComponent buffer, osg::Texture* texture, unsigned int level, unsigned int face) { _bufferAttachmentMap[buffer]._texture = texture; _bufferAttachmentMap[buffer]._level = level; _bufferAttachmentMap[buffer]._face = face; } void CameraNode::attach(BufferComponent buffer, osg::Image* image) { _bufferAttachmentMap[buffer]._image = image; } void CameraNode::detach(BufferComponent buffer) { _bufferAttachmentMap.erase(buffer); } bool CameraNode::computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const { if (_referenceFrame==RELATIVE_RF) { if (_transformOrder==PRE_MULTIPLE) { matrix.preMult(_viewMatrix); } else { matrix.postMult(_viewMatrix); } } else // absolute { matrix = _viewMatrix; } return true; } bool CameraNode::computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const { const Matrixd& inverse = getInverseViewMatrix(); if (_referenceFrame==RELATIVE_RF) { if (_transformOrder==PRE_MULTIPLE) { // note doing inverse so pre becomes post. matrix.postMult(inverse); } else { // note doing inverse so post becomes pre. matrix.preMult(inverse); } } else // absolute { matrix = inverse; } return true; }