/* Steffen Frey Fachpraktikum Graphik-Programmierung 2007 Institut fuer Visualisierung und Interaktive Systeme Universitaet Stuttgart */ #ifndef _DEPEE_H_ #define _DEPEE_H_ #include #include #include #include #include #include #include #include "DePeePass.h" /*! The DePee class is main class for setting up and managing depth peeling. A DePee object can be seen as a virtual node, that has one parent and one child. The rendering of every child and subchil of this child is managed by the DePee node. Besides that, it handles a head up display. */ class DePee : public osg::Referenced { public: /*! The constructor is initialized by giving it a parent and child node (subgraph), as well as the width and height in pixels of the output window. Additionally a subgraph can be added whose children aren't depth peeled but combined with de depth peeled scene */ DePee(osg::Group* parent, osg::Group* subgraph, unsigned width, unsigned height); /*! Takes care of clean removal of DePee */ ~DePee(); /*! The head up display shows information like internal status and current frames per second. This function needs to be called in the rendering loop to keep the information updated. */ bool updateHUDText(); /*! Sets whether sketchiness is activated or deactivated */ void setSketchy(bool sketchy); /*! If sketchiness is enabled, sets whether a crayon should be used */ void setCrayon(bool crayon); /*! Sets whether color display is activated or deactivated */ void setColored(bool colored); /*! Sets whether edges are displayed or not */ void setEdgy(bool edgy); /*! Sets how sketchy lines and colors should be displayed (standard is 1.0) */ void setSketchiness(double sketchiness); /*! Set the pointer to the double variable containing the current fps for displaying it on the head up display */ void setFPS(double* fps); /*! Add a depth peeling pass and adjust the render passes accordingly */ bool addDePeePass(); /*! Remove a depth peeling pass and adjust the render passes accordingly */ bool remDePeePass(); private: /*! Create a map. This is a function for convenience and calls either createNoiseMap(), createEdgeMap() or createNormalDepthColorMap(). Apart from NOISE_MAP, for every texture generation one rendering pass is needed. The boolean first is used to indicate whether this rendering pass belongs to the first depth peeling pass. */ bool createMap(MapMode mapMode, bool first=false); /*! Creates a two dimensional noise map and initalizes _noiseMap with it */ bool createNoiseMap(); /*! Depending on the chosen MapMode, it either creates a new rendering pass for creaeting a normal, depth or color map. The created rendering pass is added to the current depth peeling pass. */ bool createNormalDepthColorMap(MapMode mapMode, bool first); /*! Create an edge map. A previous depth and normal rendering pass in this depth peeling pass is required for that. */ bool createEdgeMap(bool first); /*! Creates the final rendering pass for depth peeling. Color and edge map are added up here and sketchiness is applied. */ bool createFinal(); /*! Create the rendering pass for the head up display */ bool createHUD(); /* Returns the number of rendering passes of the depth peeling object */ unsigned int getNumberOfRenderPasses(); unsigned _texWidth; unsigned _texHeight; unsigned _width; unsigned _height; osg::ref_ptr _parent; osg::ref_ptr _subgraph; osg::ref_ptr _noiseMap; osg::ref_ptr _normalDepthMap0; osg::ref_ptr _normalDepthMap1; osg::ref_ptr _edgeMap; osg::ref_ptr _colorMap; osg::ref_ptr _quadGeode; osgText::Text* _hudText; double* _fps; std::vector _dePeePasses; osg::Uniform* _sketchy; osg::Uniform* _colored; osg::Uniform* _edgy; osg::Uniform* _sketchiness; bool _isSketchy; bool _isColored; bool _isEdgy; bool _isCrayon; osg::Camera* _colorCamera; //shader programs osg::ref_ptr _normalDepthMapProgram; osg::ref_ptr _colorMapProgram; osg::ref_ptr _edgeMapProgram; bool _renderToFirst; }; #endif