883 lines
40 KiB
C++
883 lines
40 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_CAMERA
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#define OSG_CAMERA 1
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#include <osg/Transform>
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#include <osg/Viewport>
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#include <osg/ColorMask>
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#include <osg/CullSettings>
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#include <osg/Texture>
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#include <osg/Image>
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#include <osg/GraphicsContext>
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#include <osg/Stats>
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#include <OpenThreads/Mutex>
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#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#define GL_FRONT_LEFT 0x0400
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#define GL_FRONT_RIGHT 0x0401
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#define GL_BACK_LEFT 0x0402
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#define GL_BACK_RIGHT 0x0403
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#endif
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namespace osg {
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// forward declare View to allow Camera to point back to the View that its within
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class View;
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class RenderInfo;
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/** Camera - is a subclass of Transform which represents encapsulates the settings of a Camera.
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*/
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class OSG_EXPORT Camera : public Transform, public CullSettings
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{
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public :
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Camera();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Camera(const Camera&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, Camera);
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virtual Camera* asCamera() { return this; }
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virtual const Camera* asCamera() const { return this; }
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/** Set the View that this Camera is part of. */
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void setView(View* view) { _view = view; }
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/** Get the View that this Camera is part of. */
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View* getView() { return _view; }
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/** Get the const View that this Camera is part of. */
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const View* getView() const { return _view; }
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/** Set the Stats object used to collect various frame related
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* timing and scene graph stats. */
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void setStats(osg::Stats* stats) { _stats = stats; }
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/** Get the Stats object.*/
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osg::Stats* getStats() { return _stats.get(); }
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/** Get the const Stats object.*/
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const osg::Stats* getStats() const { return _stats.get(); }
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/** Set whether this camera allows events to be generated by the
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* associated graphics window to be associated with this camera. */
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void setAllowEventFocus(bool focus) { _allowEventFocus = focus; }
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/** Get whether this camera allows events to be generated by the
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* associated graphics window to be associated with this camera. */
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bool getAllowEventFocus() const { return _allowEventFocus; }
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/** Set the DisplaySettings object associated with this view.*/
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void setDisplaySettings(osg::DisplaySettings* ds) { _displaySettings = ds; }
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/** Get the DisplaySettings object associated with this view.*/
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osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); }
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/** Get the const DisplaySettings object associated with this view.*/
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const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
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/** Set the clear mask used in glClear().
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* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
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inline void setClearMask(GLbitfield mask) { _clearMask = mask; applyMaskAction(CLEAR_MASK); }
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/** Get the clear mask.*/
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inline GLbitfield getClearMask() const { return _clearMask; }
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/** Set the clear color used in glClearColor().
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* glClearColor is only called if mask & GL_COLOR_BUFFER_BIT is true*/
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void setClearColor(const osg::Vec4& color) { _clearColor=color; applyMaskAction(CLEAR_COLOR); }
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/** Get the clear color.*/
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const osg::Vec4& getClearColor() const { return _clearColor; }
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/** Set the clear accum used in glClearAccum().
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* glClearAcumm is only called if mask & GL_ACCUM_BUFFER_BIT is true. */
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void setClearAccum(const osg::Vec4& color) { _clearAccum=color; }
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/** Get the clear accum value.*/
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const osg::Vec4& getClearAccum() const { return _clearAccum; }
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/** Set the clear depth used in glClearDepth(). Defaults to 1.0
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* glClearDepth is only called if mask & GL_DEPTH_BUFFER_BIT is true. */
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void setClearDepth(double depth) { _clearDepth=depth; }
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/** Get the clear depth value.*/
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double getClearDepth() const { return _clearDepth; }
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/** Set the clear stencil value used in glClearStencil(). Defaults to 0;
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* glClearStencil is only called if mask & GL_STENCIL_BUFFER_BIT is true*/
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void setClearStencil(int stencil) { _clearStencil=stencil; }
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/** Get the clear stencil value.*/
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int getClearStencil() const { return _clearStencil; }
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/** Set the color mask of the camera to use specified osg::ColorMask. */
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void setColorMask(osg::ColorMask* colorMask);
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/** Set the color mask of the camera to specified values. */
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void setColorMask(bool red, bool green, bool blue, bool alpha);
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/** Get the const ColorMask. */
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const ColorMask* getColorMask() const { return _colorMask.get(); }
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/** Get the ColorMask. */
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ColorMask* getColorMask() { return _colorMask.get(); }
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/** Set the viewport of the camera to use specified osg::Viewport. */
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void setViewport(osg::Viewport* viewport);
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/** Set the viewport of the camera to specified dimensions. */
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void setViewport(int x,int y,int width,int height);
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/** Get the const viewport. */
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const Viewport* getViewport() const { return _viewport.get(); }
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/** Get the viewport. */
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Viewport* getViewport() { return _viewport.get(); }
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enum TransformOrder
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{
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PRE_MULTIPLY,
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POST_MULTIPLY
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};
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/** Set the transformation order for world-to-local and local-to-world transformation.*/
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void setTransformOrder(TransformOrder order) { _transformOrder = order; }
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/** Get the transformation order.*/
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TransformOrder getTransformOrder() const { return _transformOrder; }
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enum ProjectionResizePolicy
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{
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FIXED, /**< Keep the projection matrix fixed, despite window resizes.*/
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HORIZONTAL, /**< Adjust the HORIZONTAL field of view on window resizes.*/
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VERTICAL /**< Adjust the VERTICAL field of view on window resizes.*/
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};
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/** Set the policy used to determine if and how the projection matrix should be adjusted on window resizes. */
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inline void setProjectionResizePolicy(ProjectionResizePolicy policy) { _projectionResizePolicy = policy; }
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/** Get the policy used to determine if and how the projection matrix should be adjusted on window resizes. */
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inline ProjectionResizePolicy getProjectionResizePolicy() const { return _projectionResizePolicy; }
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/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
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inline void setProjectionMatrix(const osg::Matrixf& matrix) { _projectionMatrix.set(matrix); }
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/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
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inline void setProjectionMatrix(const osg::Matrixd& matrix) { _projectionMatrix.set(matrix); }
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/** Set to an orthographic projection. See OpenGL glOrtho for documentation further details.*/
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void setProjectionMatrixAsOrtho(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Set to a 2D orthographic projection. See OpenGL glOrtho2D documentation for further details.*/
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void setProjectionMatrixAsOrtho2D(double left, double right,
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double bottom, double top);
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/** Set to a perspective projection. See OpenGL glFrustum documentation for further details.*/
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void setProjectionMatrixAsFrustum(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.
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* Aspect ratio is defined as width/height.*/
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void setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Get the projection matrix.*/
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osg::Matrixd& getProjectionMatrix() { return _projectionMatrix; }
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/** Get the const projection matrix.*/
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const osg::Matrixd& getProjectionMatrix() const { return _projectionMatrix; }
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/** Get the orthographic settings of the orthographic projection matrix.
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* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
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bool getProjectionMatrixAsOrtho(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar) const;
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/** Get the frustum setting of a perspective projection matrix.
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* Returns false if matrix is not a perspective matrix, where parameter values are undefined.*/
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bool getProjectionMatrixAsFrustum(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar) const;
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/** Get the frustum setting of a symmetric perspective projection matrix.
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* Returns false if matrix is not a perspective matrix, where parameter values are undefined.
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* Note, if matrix is not a symmetric perspective matrix then the shear will be lost.
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* Asymmetric matrices occur when stereo, power walls, caves and reality center display are used.
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* In these configurations one should use the 'getProjectionMatrixAsFrustum' method instead.*/
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bool getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar) const;
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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inline void setViewMatrix(const osg::Matrixf& matrix) { _viewMatrix.set(matrix); dirtyBound();}
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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inline void setViewMatrix(const osg::Matrixd& matrix) { _viewMatrix.set(matrix); dirtyBound();}
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/** Get the view matrix. */
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osg::Matrixd& getViewMatrix() { return _viewMatrix; }
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/** Get the const view matrix. */
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const osg::Matrixd& getViewMatrix() const { return _viewMatrix; }
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/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
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void setViewMatrixAsLookAt(const osg::Vec3d& eye,const osg::Vec3d& center,const osg::Vec3d& up);
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getViewMatrixAsLookAt(osg::Vec3d& eye,osg::Vec3d& center,osg::Vec3d& up,double lookDistance=1.0) const;
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getViewMatrixAsLookAt(osg::Vec3f& eye,osg::Vec3f& center,osg::Vec3f& up,float lookDistance=1.0f) const;
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/** Get the inverse view matrix.*/
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Matrixd getInverseViewMatrix() const;
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enum RenderOrder
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{
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PRE_RENDER,
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NESTED_RENDER,
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POST_RENDER
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};
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/** Set the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within.
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* For rendering to a texture, one typically uses PRE_RENDER.
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* For Head Up Displays, one would typically use POST_RENDER.*/
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void setRenderOrder(RenderOrder order, int orderNum = 0) { _renderOrder = order; _renderOrderNum = orderNum; }
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/** Get the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within.*/
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RenderOrder getRenderOrder() const { return _renderOrder; }
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/** Get the rendering order number of this camera relative to any sibling cameras in this subgraph.*/
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int getRenderOrderNum() const { return _renderOrderNum; }
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/** Return true if this Camera is set up as a render to texture camera, i.e. it has textures assigned to it.*/
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bool isRenderToTextureCamera() const;
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enum RenderTargetImplementation
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{
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FRAME_BUFFER_OBJECT,
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PIXEL_BUFFER_RTT,
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PIXEL_BUFFER,
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FRAME_BUFFER,
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SEPARATE_WINDOW
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};
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/** Set the render target.*/
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void setRenderTargetImplementation(RenderTargetImplementation impl);
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/** Set the render target and fall-back that's used if the former isn't available.*/
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void setRenderTargetImplementation(RenderTargetImplementation impl, RenderTargetImplementation fallback);
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/** Get the render target.*/
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RenderTargetImplementation getRenderTargetImplementation() const { return _renderTargetImplementation; }
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/** Get the render target fallback.*/
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RenderTargetImplementation getRenderTargetFallback() const { return _renderTargetFallback; }
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/** Set the draw buffer used at the start of each frame draw.
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* Note, a buffer value of GL_NONE is used to specify that the rendering back-end should choose the most appropriate buffer.*/
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void setDrawBuffer(GLenum buffer) { _drawBuffer = buffer; applyMaskAction( DRAW_BUFFER ); }
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/** Get the draw buffer used at the start of each frame draw. */
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GLenum getDrawBuffer() const { return _drawBuffer; }
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/** Set the read buffer for any required copy operations to use.
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* Note, a buffer value of GL_NONE is used to specify that the rendering back-end should choose the most appropriate buffer.*/
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void setReadBuffer(GLenum buffer) { _readBuffer = buffer; applyMaskAction( READ_BUFFER ); }
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/** Get the read buffer for any required copy operations to use. */
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GLenum getReadBuffer() const { return _readBuffer; }
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enum BufferComponent
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{
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DEPTH_BUFFER,
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STENCIL_BUFFER,
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PACKED_DEPTH_STENCIL_BUFFER,
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COLOR_BUFFER,
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COLOR_BUFFER0,
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COLOR_BUFFER1 = COLOR_BUFFER0+1,
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COLOR_BUFFER2 = COLOR_BUFFER0+2,
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COLOR_BUFFER3 = COLOR_BUFFER0+3,
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COLOR_BUFFER4 = COLOR_BUFFER0+4,
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COLOR_BUFFER5 = COLOR_BUFFER0+5,
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COLOR_BUFFER6 = COLOR_BUFFER0+6,
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COLOR_BUFFER7 = COLOR_BUFFER0+7,
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COLOR_BUFFER8 = COLOR_BUFFER0+8,
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COLOR_BUFFER9 = COLOR_BUFFER0+9,
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COLOR_BUFFER10 = COLOR_BUFFER0+10,
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COLOR_BUFFER11 = COLOR_BUFFER0+11,
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COLOR_BUFFER12 = COLOR_BUFFER0+12,
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COLOR_BUFFER13 = COLOR_BUFFER0+13,
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COLOR_BUFFER14 = COLOR_BUFFER0+14,
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COLOR_BUFFER15 = COLOR_BUFFER0+15
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};
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static const unsigned int FACE_CONTROLLED_BY_GEOMETRY_SHADER;
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/** Attach a buffer with specified OpenGL internal format.*/
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void attach(BufferComponent buffer, GLenum internalFormat);
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/** Attach a Texture to specified buffer component.
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* The level parameter controls the mip map level of the texture that is attached.
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* The face parameter controls the face of texture cube map or z level of 3d texture.
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* The mipMapGeneration flag controls whether mipmap generation should be done for texture.*/
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void attach(BufferComponent buffer, osg::Texture* texture, unsigned int level = 0, unsigned int face=0, bool mipMapGeneration=false,
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unsigned int multisampleSamples = 0,
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unsigned int multisampleColorSamples = 0);
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/** Attach a Image to specified buffer component.*/
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void attach(BufferComponent buffer, osg::Image* image,
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unsigned int multisampleSamples = 0,
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unsigned int multisampleColorSamples = 0);
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/** Detach specified buffer component.*/
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void detach(BufferComponent buffer);
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struct Attachment
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{
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Attachment():
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_internalFormat(GL_NONE),
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_level(0),
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_face(0),
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_mipMapGeneration(false),
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_multisampleSamples(0),
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_multisampleColorSamples(0) {}
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int width() const
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{
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if (_texture.valid()) return _texture->getTextureWidth();
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if (_image.valid()) return _image->s();
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return 0;
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};
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int height() const
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{
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if (_texture.valid()) return _texture->getTextureHeight();
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if (_image.valid()) return _image->t();
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return 0;
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};
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int depth() const
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{
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if (_texture.valid()) return _texture->getTextureDepth();
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if (_image.valid()) return _image->r();
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return 0;
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};
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GLenum _internalFormat;
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ref_ptr<Image> _image;
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ref_ptr<Texture> _texture;
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unsigned int _level;
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unsigned int _face;
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bool _mipMapGeneration;
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unsigned int _multisampleSamples;
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unsigned int _multisampleColorSamples;
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};
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typedef std::map< BufferComponent, Attachment> BufferAttachmentMap;
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/** Get the BufferAttachmentMap, used to configure frame buffer objects, pbuffers and texture reads.*/
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BufferAttachmentMap& getBufferAttachmentMap() { return _bufferAttachmentMap; }
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/** Get the const BufferAttachmentMap, used to configure frame buffer objects, pbuffers and texture reads.*/
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const BufferAttachmentMap& getBufferAttachmentMap() const { return _bufferAttachmentMap; }
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/** Increment the _attachementMapModifiedCount so that the rendering backend will know that it needs to be updated to handle any new settings (such as format change/resizes.).*/
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void dirtyAttachmentMap() { ++_attachmentMapModifiedCount; }
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/** Set the AttachmentMapModifiedCount to a specific value. Note, normal usage you would simply call dirtyAttachmentMap(). */
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void setAttachmentMapModifiedCount(unsigned int v) { _attachmentMapModifiedCount = v; }
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/** Get the AttachmentMapModifiedCount. */
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unsigned int getAttachmentMapModifiedCount() const { return _attachmentMapModifiedCount; }
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/** Resize the image and textures in the AttachementMap.*/
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void resizeAttachments(int width, int height);
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enum ResizeMask
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{
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RESIZE_VIEWPORT=1,
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RESIZE_ATTACHMENTS=2,
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RESIZE_PROJECTIONMATRIX=4,
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RESIZE_DEFAULT=RESIZE_VIEWPORT|RESIZE_ATTACHMENTS
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};
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/** Resize, to the specified width and height, the viewport, attachments and projection matrix according to the resizeMask provided.
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* Note, the adjustment of the projection matrix is done if the RESIZE_PROJECTIONMATRIX mask to set and according to the rules specified in the ProjectionResizePolicy. */
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void resize(int width, int height, int resizeMask=RESIZE_DEFAULT);
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/** Explicit control over implicit allocation of buffers when using FBO.
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Implicit buffers are automatically substituted when user have not attached such buffer.
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Camera may set up two FBOs: primary Render FBO and secondary Resolve FBO for multisample usage.
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So in practice we have two masks defined for the Camera:
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implicitBufferAttachmentRenderMask
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implicitBufferAttachmentResolveMask
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They can be set together by setImplicitBufferAttachmentMask method, or separately
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by setImplicitBufferAttachmentRenderMask and setImplicitBufferAttachmentResolveMask.
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Camera defaults are USE_DISPLAY_SETTINGS_MASK which means that by default
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Camera chooses to substitute buffer attachments as defined by DisplaySettings.
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Usually DisplaySettings implicit buffer attachment selection defaults to: DEPTH and COLOR
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for both primary (Render) FBO and seconday Multisample (Resolve) FBO
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ie: IMPLICIT_DEPTH_BUFFER_ATTACHMENT | IMPLICIT_COLOR_BUFFER_ATTACHMENT
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If these masks are not changed and user did not attach depth buffer and/or color buffer
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to Camera, then OSG implicitly substitutes these buffers.
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By default it does not implicitly allocate a stencil buffer.
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Use implicit buffer attachment masks to override default behavior:
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to turn off DEPTH or COLOR buffer substitution or to enforce STENCIL buffer substitution.
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Note that both values are ignored if not using FBO.
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Note that the second mask value is ignored if not using MSFBO.
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*/
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enum ImplicitBufferAttachment
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{
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IMPLICIT_DEPTH_BUFFER_ATTACHMENT = DisplaySettings::IMPLICIT_DEPTH_BUFFER_ATTACHMENT,
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IMPLICIT_STENCIL_BUFFER_ATTACHMENT = DisplaySettings::IMPLICIT_STENCIL_BUFFER_ATTACHMENT,
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IMPLICIT_COLOR_BUFFER_ATTACHMENT = DisplaySettings::IMPLICIT_COLOR_BUFFER_ATTACHMENT,
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USE_DISPLAY_SETTINGS_MASK = (~0)
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};
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typedef int ImplicitBufferAttachmentMask;
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void setImplicitBufferAttachmentMask(ImplicitBufferAttachmentMask renderMask = DisplaySettings::DEFAULT_IMPLICIT_BUFFER_ATTACHMENT, ImplicitBufferAttachmentMask resolveMask = DisplaySettings::DEFAULT_IMPLICIT_BUFFER_ATTACHMENT)
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{
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_implicitBufferAttachmentRenderMask = renderMask;
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_implicitBufferAttachmentResolveMask = resolveMask;
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}
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void setImplicitBufferAttachmentRenderMask(ImplicitBufferAttachmentMask implicitBufferAttachmentRenderMask)
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{
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_implicitBufferAttachmentRenderMask = implicitBufferAttachmentRenderMask;
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}
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void setImplicitBufferAttachmentResolveMask(ImplicitBufferAttachmentMask implicitBufferAttachmentResolveMask)
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{
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_implicitBufferAttachmentResolveMask = implicitBufferAttachmentResolveMask;
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}
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ImplicitBufferAttachmentMask getImplicitBufferAttachmentRenderMask() const
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{
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return _implicitBufferAttachmentRenderMask;
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}
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/**
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Get mask selecting implicit buffer attachments for Camera primary FBO
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if effectiveMask parameter is set, method follows USE_DISPLAY_SETTINGS_MASK dependence and returns effective mask
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if effectiveMask parameter is reset, method returns nominal mask set by the Camera
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*/
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ImplicitBufferAttachmentMask getImplicitBufferAttachmentRenderMask(bool effectiveMask) const
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{
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if( effectiveMask && _implicitBufferAttachmentRenderMask == USE_DISPLAY_SETTINGS_MASK )
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{
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const DisplaySettings * ds = _displaySettings.valid() ? _displaySettings.get() : DisplaySettings::instance().get();
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return ds->getImplicitBufferAttachmentRenderMask();
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}
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else
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{
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return _implicitBufferAttachmentRenderMask;
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}
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}
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ImplicitBufferAttachmentMask getImplicitBufferAttachmentResolveMask() const
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{
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return _implicitBufferAttachmentResolveMask;
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}
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/**
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Get mask selecting implicit buffer attachments for Camera secondary MULTISAMPLE FBO
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if effectiveMask parameter is set, method follows USE_DISPLAY_SETTINGS_MASK dependence and returns effective mask
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if effectiveMask parameter is reset, method returns nominal mask set by the Camera
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*/
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ImplicitBufferAttachmentMask getImplicitBufferAttachmentResolveMask(bool effectiveMask) const
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{
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if( effectiveMask && _implicitBufferAttachmentResolveMask == USE_DISPLAY_SETTINGS_MASK )
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{
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const DisplaySettings * ds = _displaySettings.valid() ? _displaySettings.get() : DisplaySettings::instance().get();
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return ds->getImplicitBufferAttachmentResolveMask();
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}
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else
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{
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return _implicitBufferAttachmentResolveMask;
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}
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}
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/** Set the process affinity hint for any Camera Threads that are/will be assigned to this Camera.*/
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void setProcessorAffinity(const OpenThreads::Affinity& affinity);
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OpenThreads::Affinity& getProcessorAffinity() { return _affinity; }
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const OpenThreads::Affinity& getProcessorAffinity() const { return _affinity; }
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/** Create a operation thread for this camera.*/
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void createCameraThread();
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/** Assign a operation thread to the camera.*/
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void setCameraThread(OperationThread* gt);
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/** Get the operation thread assigned to this camera.*/
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OperationThread* getCameraThread() { return _cameraThread.get(); }
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/** Get the const operation thread assigned to this camera.*/
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const OperationThread* getCameraThread() const { return _cameraThread.get(); }
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/** Set the GraphicsContext that provides the mechansim for managing the OpenGL graphics context associated with this camera.*/
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void setGraphicsContext(GraphicsContext* context);
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/** Get the GraphicsContext.*/
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GraphicsContext* getGraphicsContext() { return _graphicsContext.get(); }
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/** Get the const GraphicsContext.*/
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const GraphicsContext* getGraphicsContext() const { return _graphicsContext.get(); }
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/** Set the Rendering object that is used to implement rendering of the subgraph.*/
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void setRenderer(osg::GraphicsOperation* rc) { _renderer = rc; }
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/** Get the Rendering object that is used to implement rendering of the subgraph.*/
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osg::GraphicsOperation* getRenderer() { return _renderer.get(); }
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/** Get the const Rendering object that is used to implement rendering of the subgraph.*/
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const osg::GraphicsOperation* getRenderer() const { return _renderer.get(); }
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/** Set the Rendering cache that is used for cached objects associated with rendering of subgraphs.*/
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void setRenderingCache(osg::Object* rc) { _renderingCache = rc; }
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/** Get the Rendering cache that is used for cached objects associated with rendering of subgraphs.*/
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osg::Object* getRenderingCache() { return _renderingCache.get(); }
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/** Get the const Rendering cache that is used for cached objects associated with rendering of subgraphs.*/
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const osg::Object* getRenderingCache() const { return _renderingCache.get(); }
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/** Draw callback for custom operations.*/
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struct OSG_EXPORT DrawCallback : Callback
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{
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DrawCallback() {}
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DrawCallback(const DrawCallback& org,const CopyOp& copyop):
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Callback(org, copyop) {}
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META_Object(osg, DrawCallback);
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/** Functor method called by rendering thread to recursively launch operator() on _nestedcallback **/
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inline void run(osg::RenderInfo& renderInfo) const
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|
{
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operator () (renderInfo);
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|
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if (_nestedCallback.valid())
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((const DrawCallback*)_nestedCallback.get())->run(renderInfo);
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}
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/** Users will typically override this method to carry tasks such as screen capture or bufferobject readback. **/
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virtual void operator () (osg::RenderInfo& renderInfo) const;
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/** Functor method, provided for backwards compatibility, called by operator() (osg::RenderInfo& renderInfo) method.**/
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virtual void operator () (const osg::Camera& /*camera*/) const {}
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize)
|
|
{
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|
if (_nestedCallback.valid())
|
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_nestedCallback->resizeGLObjectBuffers(maxSize);
|
|
}
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/** If State is non-zero, this function releases any associated OpenGL objects for
|
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* the specified graphics context. Otherwise, releases OpenGL objexts
|
|
* for all graphics contexts. */
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|
virtual void releaseGLObjects(osg::State* state = 0) const
|
|
{
|
|
if (_nestedCallback.valid())
|
|
_nestedCallback->releaseGLObjects(state);
|
|
}
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|
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|
};
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/** Set the initial draw callback for custom operations to be done before the drawing of the camera's subgraph and pre render stages.*/
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|
void setInitialDrawCallback(DrawCallback* cb) { _initialDrawCallback = cb; }
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/** Get the initial draw callback.*/
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DrawCallback* getInitialDrawCallback() { return _initialDrawCallback.get(); }
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/** Get the const initial draw callback.*/
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|
const DrawCallback* getInitialDrawCallback() const { return _initialDrawCallback.get(); }
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/** Convenience method that sets DrawCallback Initial callback of the node if it doesn't exist, or nest it into the existing one. */
|
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inline void addInitialDrawCallback(DrawCallback* nc)
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{
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if (nc != NULL)
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|
{
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|
if (_initialDrawCallback.valid()) _initialDrawCallback->addNestedCallback(nc);
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else setInitialDrawCallback(nc);
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}
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}
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template<class T> void addInitialDrawCallback(const ref_ptr<T>& nc) { addInitialDrawCallback(nc.get()); }
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/** Convenience method that removes a given callback from a node, even if that callback is nested. There is no error return in case the given callback is not found. */
|
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inline void removeInitialDrawCallback(DrawCallback* nc)
|
|
{
|
|
if (nc != NULL && _initialDrawCallback.valid())
|
|
{
|
|
if (_initialDrawCallback == nc)
|
|
{
|
|
ref_ptr< DrawCallback> new_nested_callback = (DrawCallback*) nc->getNestedCallback();
|
|
nc->setNestedCallback(0);
|
|
setInitialDrawCallback(new_nested_callback.get());
|
|
}
|
|
else _initialDrawCallback->removeNestedCallback(nc);
|
|
}
|
|
}
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|
|
|
template<class T> void removeInitialDrawCallback(const ref_ptr<T>& nc) { removeInitialDrawCallback(nc.get()); }
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/** Set the pre draw callback for custom operations to be done before the drawing of the camera's subgraph but after any pre render stages have been completed.*/
|
|
void setPreDrawCallback(DrawCallback* cb) { _preDrawCallback = cb; }
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|
|
/** Get the pre draw callback.*/
|
|
DrawCallback* getPreDrawCallback() { return _preDrawCallback.get(); }
|
|
|
|
/** Get the const pre draw callback.*/
|
|
const DrawCallback* getPreDrawCallback() const { return _preDrawCallback.get(); }
|
|
|
|
/** Convenience method that sets DrawCallback Initial callback of the node if it doesn't exist, or nest it into the existing one. */
|
|
inline void addPreDrawCallback(DrawCallback* nc)
|
|
{
|
|
if (nc != NULL)
|
|
{
|
|
if (_preDrawCallback.valid()) _preDrawCallback->addNestedCallback(nc);
|
|
else setPreDrawCallback(nc);
|
|
}
|
|
}
|
|
|
|
template<class T> void addPreDrawCallback(const ref_ptr<T>& nc) { addPreDrawCallback(nc.get()); }
|
|
|
|
/** Convenience method that removes a given callback from a node, even if that callback is nested. There is no error return in case the given callback is not found. */
|
|
inline void removePreDrawCallback(DrawCallback* nc)
|
|
{
|
|
if (nc != NULL && _preDrawCallback.valid())
|
|
{
|
|
if (_preDrawCallback == nc)
|
|
{
|
|
ref_ptr< DrawCallback> new_nested_callback = (DrawCallback*) nc->getNestedCallback();
|
|
nc->setNestedCallback(0);
|
|
setPreDrawCallback(new_nested_callback.get());
|
|
}
|
|
else _preDrawCallback->removeNestedCallback(nc);
|
|
}
|
|
}
|
|
|
|
template<class T> void removePreDrawCallback(const ref_ptr<T>& nc) { removePreDrawCallback(nc.get()); }
|
|
|
|
/** Set the post draw callback for custom operations to be done after the drawing of the camera's subgraph but before the any post render stages have been completed.*/
|
|
void setPostDrawCallback(DrawCallback* cb) { _postDrawCallback = cb; }
|
|
|
|
/** Get the post draw callback.*/
|
|
DrawCallback* getPostDrawCallback() { return _postDrawCallback.get(); }
|
|
|
|
/** Get the const post draw callback.*/
|
|
const DrawCallback* getPostDrawCallback() const { return _postDrawCallback.get(); }
|
|
|
|
/** Convenience method that sets DrawCallback Initial callback of the node if it doesn't exist, or nest it into the existing one. */
|
|
inline void addPostDrawCallback(DrawCallback* nc)
|
|
{
|
|
if (nc != NULL)
|
|
{
|
|
if (_postDrawCallback.valid()) _postDrawCallback->addNestedCallback(nc);
|
|
else setPostDrawCallback(nc);
|
|
}
|
|
}
|
|
|
|
template<class T> void addPostDrawCallback(const ref_ptr<T>& nc) { addPostDrawCallback(nc.get()); }
|
|
|
|
/** Convenience method that removes a given callback from a node, even if that callback is nested. There is no error return in case the given callback is not found. */
|
|
inline void removePostDrawCallback(DrawCallback* nc)
|
|
{
|
|
if (nc != NULL && _postDrawCallback.valid())
|
|
{
|
|
if (_postDrawCallback == nc)
|
|
{
|
|
ref_ptr< DrawCallback> new_nested_callback = (DrawCallback*) nc->getNestedCallback();
|
|
nc->setNestedCallback(0);
|
|
setPostDrawCallback(new_nested_callback.get());
|
|
}
|
|
else _postDrawCallback->removeNestedCallback(nc);
|
|
}
|
|
}
|
|
|
|
template<class T> void removePostDrawCallback(const ref_ptr<T>& nc) { removePostDrawCallback(nc.get()); }
|
|
|
|
/** Set the final draw callback for custom operations to be done after the drawing of the camera's subgraph and all of the post render stages has been completed.*/
|
|
void setFinalDrawCallback(DrawCallback* cb) { _finalDrawCallback = cb; }
|
|
|
|
/** Get the final draw callback.*/
|
|
DrawCallback* getFinalDrawCallback() { return _finalDrawCallback.get(); }
|
|
|
|
/** Get the const final draw callback.*/
|
|
const DrawCallback* getFinalDrawCallback() const { return _finalDrawCallback.get(); }
|
|
|
|
/** Convenience method that sets DrawCallback Initial callback of the node if it doesn't exist, or nest it into the existing one. */
|
|
inline void addFinalDrawCallback(DrawCallback* nc)
|
|
{
|
|
if (nc != NULL)
|
|
{
|
|
if (_finalDrawCallback.valid()) _finalDrawCallback->addNestedCallback(nc);
|
|
else setFinalDrawCallback(nc);
|
|
}
|
|
}
|
|
|
|
template<class T> void addFinalDrawCallback(const ref_ptr<T>& nc) { addFinalDrawCallback(nc.get()); }
|
|
|
|
/** Convenience method that removes a given callback from a node, even if that callback is nested. There is no error return in case the given callback is not found. */
|
|
inline void removeFinalDrawCallback(DrawCallback* nc)
|
|
{
|
|
if (nc != NULL && _finalDrawCallback.valid())
|
|
{
|
|
if (_finalDrawCallback == nc)
|
|
{
|
|
ref_ptr< DrawCallback> new_nested_callback = (DrawCallback*) nc->getNestedCallback();
|
|
nc->setNestedCallback(0);
|
|
setFinalDrawCallback(new_nested_callback.get());
|
|
}
|
|
else _finalDrawCallback->removeNestedCallback(nc);
|
|
}
|
|
}
|
|
|
|
template<class T> void removeFinalDrawCallback(const ref_ptr<T>& nc) { removeFinalDrawCallback(nc.get()); }
|
|
|
|
OpenThreads::Mutex* getDataChangeMutex() const { return &_dataChangeMutex; }
|
|
|
|
/** Resize any per context GLObject buffers to specified size. */
|
|
virtual void resizeGLObjectBuffers(unsigned int maxSize);
|
|
|
|
/** If State is non-zero, this function releases any associated OpenGL objects for
|
|
* the specified graphics context. Otherwise, releases OpenGL objexts
|
|
* for all graphics contexts. */
|
|
virtual void releaseGLObjects(osg::State* = 0) const;
|
|
|
|
public:
|
|
|
|
/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
|
|
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
|
|
|
|
/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
|
|
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
|
|
|
|
/** Inherit the local cull settings variable from specified CullSettings object, according to the inheritance mask.*/
|
|
virtual void inheritCullSettings(const CullSettings& settings, unsigned int inheritanceMask);
|
|
|
|
protected :
|
|
|
|
virtual ~Camera();
|
|
|
|
mutable OpenThreads::Mutex _dataChangeMutex;
|
|
|
|
|
|
View* _view;
|
|
|
|
osg::ref_ptr<osg::Stats> _stats;
|
|
|
|
bool _allowEventFocus;
|
|
|
|
osg::ref_ptr<osg::DisplaySettings> _displaySettings;
|
|
|
|
GLbitfield _clearMask;
|
|
osg::Vec4 _clearColor;
|
|
osg::Vec4 _clearAccum;
|
|
double _clearDepth;
|
|
int _clearStencil;
|
|
|
|
ref_ptr<ColorMask> _colorMask;
|
|
ref_ptr<Viewport> _viewport;
|
|
|
|
TransformOrder _transformOrder;
|
|
ProjectionResizePolicy _projectionResizePolicy;
|
|
|
|
Matrixd _projectionMatrix;
|
|
Matrixd _viewMatrix;
|
|
|
|
RenderOrder _renderOrder;
|
|
int _renderOrderNum;
|
|
|
|
GLenum _drawBuffer;
|
|
GLenum _readBuffer;
|
|
|
|
RenderTargetImplementation _renderTargetImplementation;
|
|
RenderTargetImplementation _renderTargetFallback;
|
|
BufferAttachmentMap _bufferAttachmentMap;
|
|
ImplicitBufferAttachmentMask _implicitBufferAttachmentRenderMask;
|
|
ImplicitBufferAttachmentMask _implicitBufferAttachmentResolveMask;
|
|
|
|
unsigned int _attachmentMapModifiedCount;
|
|
|
|
OpenThreads::Affinity _affinity;
|
|
ref_ptr<OperationThread> _cameraThread;
|
|
|
|
ref_ptr<GraphicsContext> _graphicsContext;
|
|
|
|
ref_ptr<GraphicsOperation> _renderer;
|
|
ref_ptr<Object> _renderingCache;
|
|
|
|
ref_ptr<DrawCallback> _initialDrawCallback;
|
|
ref_ptr<DrawCallback> _preDrawCallback;
|
|
ref_ptr<DrawCallback> _postDrawCallback;
|
|
ref_ptr<DrawCallback> _finalDrawCallback;
|
|
};
|
|
|
|
|
|
/** Functor to assist with ordering cameras in the order they should be rendered in.*/
|
|
struct CameraRenderOrderSortOp
|
|
{
|
|
inline bool operator() (const Camera* lhs,const Camera* rhs) const
|
|
{
|
|
if (lhs->getRenderOrder()<rhs->getRenderOrder()) return true;
|
|
if (rhs->getRenderOrder()<lhs->getRenderOrder()) return false;
|
|
return lhs->getRenderOrderNum()<rhs->getRenderOrderNum();
|
|
}
|
|
};
|
|
|
|
|
|
}
|
|
|
|
#endif
|