4c443bf843
osgSim::OverlayNode. The attached changes were made against the 2.0 release."
198 lines
8.0 KiB
C++
198 lines
8.0 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 OSGSIM_OVERLAYNODE
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#define OSGSIM_OVERLAYNODE 1
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#include <osg/buffered_value>
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#include <osg/Camera>
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#include <osg/Texture2D>
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#include <osg/TexGenNode>
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#include <osg/Geode>
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#include <osgUtil/CullVisitor>
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#include <osgSim/Export>
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namespace osgSim {
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/** OverlayNode is for creating texture overlays on scenes, with the overlay texture being generated
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* by pre rendering an Overlay Subgraph to a texture, then projecting this resulting texture on the scene.*/
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class OSGSIM_EXPORT OverlayNode : public osg::Group
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{
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public :
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enum OverlayTechnique
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{
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OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY,
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VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY,
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VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY,
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};
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OverlayNode(OverlayTechnique technique=OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY);
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OverlayNode(const OverlayNode& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Node(osgSim, OverlayNode);
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virtual void traverse(osg::NodeVisitor& nv);
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void setOverlayTechnique(OverlayTechnique technique);
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OverlayTechnique getOverlayTechnique() const { return _overlayTechnique; }
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/** Set the implementation to be used when creating the overlay texture. */
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void setRenderTargetImplementation(osg::Camera::RenderTargetImplementation impl);
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/** Set the overlay subgraph which will be rendered to texture.*/
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void setOverlaySubgraph(osg::Node* node);
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/** Get the overlay subgraph which will be rendered to texture.*/
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osg::Node* getOverlaySubgraph() { return _overlaySubgraph.get(); }
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/** Get the const overlay subgraph which will be render to texture.*/
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const osg::Node* getOverlaySubgraph() const { return _overlaySubgraph.get(); }
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/** Inform the OverlayNode that the overlay texture needs to be updated.*/
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void dirtyOverlayTexture();
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/** Set whether the OverlayNode should update the overlay texture on every frame.*/
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void setContinuousUpdate(bool update) { _continuousUpdate = update; }
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/** Get whether the OverlayNode should update the overlay texture on every frame.*/
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bool getContinuousUpdate() const { return _continuousUpdate; }
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/** Set the base height that the overlay subgraph will be projected down to.
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* Normally you'll set this to just below ground level, if you set it too high
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* then the overlay texture can end up being clipped in certain viewing directions,
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* while if its too low then there will be a limit to how close you can get to the
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* terrain before pixaltion becomes an issue.*/
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void setOverlayBaseHeight(double baseHeight) { _overlayBaseHeight = baseHeight; }
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/** Get the base height that the overlay subgraph will be projected down to.*/
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double getOverlayBaseHeight() const { return _overlayBaseHeight; }
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/** Set the clear color to use when rendering the overlay subgraph.*/
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void setOverlayClearColor(const osg::Vec4& color) { _overlayClearColor = _overlayClearColor; }
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/** Get the clear color to use when rendering the overlay subgraph.*/
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const osg::Vec4& getOverlayClearColor() const { return _overlayClearColor; }
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/** Set the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/
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void setTexEnvMode(GLenum mode);
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/** Get the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/
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GLenum getTexEnvMode() const { return _texEnvMode; }
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/** Set the texture unit that the texture should be assigned to.*/
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void setOverlayTextureUnit(unsigned int unit);
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/** Get the texture unit that the texture should be assigned to.*/
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unsigned int getOverlayTextureUnit() const { return _textureUnit; }
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/** Set the texture size hint. The size hint is used to request a texture of specified size.*/
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void setOverlayTextureSizeHint(unsigned int size);
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/** Get the texture size hint.*/
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unsigned int getOverlayTextureSizeHint() const { return _textureSizeHint; }
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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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 State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objexts
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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protected :
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virtual ~OverlayNode() {}
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void init();
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void init_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY();
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void init_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY();
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void init_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY();
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void traverse_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv);
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void traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv);
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void traverse_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY(osg::NodeVisitor& nv);
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void updateMainSubgraphStateSet();
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typedef osg::buffered_value< int > TextureObjectValidList;
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mutable TextureObjectValidList _textureObjectValidList;
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OverlayTechnique _overlayTechnique;
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// overlay subgraph is render to a texture
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osg::ref_ptr<osg::Node> _overlaySubgraph;
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osg::ref_ptr<osg::StateSet> _overlayStateSet;
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osg::ref_ptr<osg::StateSet> _mainStateSet;
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// texture to render to, and to read from.
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GLenum _texEnvMode;
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unsigned int _textureUnit;
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unsigned int _textureSizeHint;
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osg::Vec4 _overlayClearColor;
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bool _continuousUpdate;
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double _overlayBaseHeight;
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bool _updateCamera;
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osg::Camera::RenderTargetImplementation _renderTargetImpl;
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private:
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struct OverlayData
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{
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void setThreadSafeRefUnref(bool threadSafe);
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void resizeGLObjectBuffers(unsigned int maxSize);
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void releaseGLObjects(osg::State* state= 0) const;
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osg::ref_ptr<osg::Camera> _camera;
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osg::ref_ptr<osg::StateSet> _overlayStateSet;
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osg::ref_ptr<osg::StateSet> _mainSubgraphStateSet;
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osg::ref_ptr<osg::TexGenNode> _texgenNode;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::Polytope _textureFrustum;
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osg::ref_ptr<osg::Geode> _geode;
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osg::ref_ptr<osg::Program> _mainSubgraphProgram;
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osg::ref_ptr<osg::Uniform> _y0;
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osg::ref_ptr<osg::Uniform> _lightingEnabled;
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};
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typedef std::map<osgUtil::CullVisitor*, OverlayData> OverlayDataMap;
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OpenThreads::Mutex _overlayDataMapMutex;
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OverlayDataMap _overlayDataMap;
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OverlayData& getOverlayData(osgUtil::CullVisitor* cv);
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};
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}
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#endif
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