OpenSceneGraph/include/osgSim/OverlayNode
Robert Osfield 4c443bf843 From Brad Christiansen, "I added the ability to set the render target implementaion on the
osgSim::OverlayNode. The attached changes were made against the 2.0
release."
2007-08-13 10:17:18 +00:00

198 lines
8.0 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 OSGSIM_OVERLAYNODE
#define OSGSIM_OVERLAYNODE 1
#include <osg/buffered_value>
#include <osg/Camera>
#include <osg/Texture2D>
#include <osg/TexGenNode>
#include <osg/Geode>
#include <osgUtil/CullVisitor>
#include <osgSim/Export>
namespace osgSim {
/** OverlayNode is for creating texture overlays on scenes, with the overlay texture being generated
* by pre rendering an Overlay Subgraph to a texture, then projecting this resulting texture on the scene.*/
class OSGSIM_EXPORT OverlayNode : public osg::Group
{
public :
enum OverlayTechnique
{
OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY,
VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY,
VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY,
};
OverlayNode(OverlayTechnique technique=OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY);
OverlayNode(const OverlayNode& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Node(osgSim, OverlayNode);
virtual void traverse(osg::NodeVisitor& nv);
void setOverlayTechnique(OverlayTechnique technique);
OverlayTechnique getOverlayTechnique() const { return _overlayTechnique; }
/** Set the implementation to be used when creating the overlay texture. */
void setRenderTargetImplementation(osg::Camera::RenderTargetImplementation impl);
/** Set the overlay subgraph which will be rendered to texture.*/
void setOverlaySubgraph(osg::Node* node);
/** Get the overlay subgraph which will be rendered to texture.*/
osg::Node* getOverlaySubgraph() { return _overlaySubgraph.get(); }
/** Get the const overlay subgraph which will be render to texture.*/
const osg::Node* getOverlaySubgraph() const { return _overlaySubgraph.get(); }
/** Inform the OverlayNode that the overlay texture needs to be updated.*/
void dirtyOverlayTexture();
/** Set whether the OverlayNode should update the overlay texture on every frame.*/
void setContinuousUpdate(bool update) { _continuousUpdate = update; }
/** Get whether the OverlayNode should update the overlay texture on every frame.*/
bool getContinuousUpdate() const { return _continuousUpdate; }
/** Set the base height that the overlay subgraph will be projected down to.
* Normally you'll set this to just below ground level, if you set it too high
* then the overlay texture can end up being clipped in certain viewing directions,
* while if its too low then there will be a limit to how close you can get to the
* terrain before pixaltion becomes an issue.*/
void setOverlayBaseHeight(double baseHeight) { _overlayBaseHeight = baseHeight; }
/** Get the base height that the overlay subgraph will be projected down to.*/
double getOverlayBaseHeight() const { return _overlayBaseHeight; }
/** Set the clear color to use when rendering the overlay subgraph.*/
void setOverlayClearColor(const osg::Vec4& color) { _overlayClearColor = _overlayClearColor; }
/** Get the clear color to use when rendering the overlay subgraph.*/
const osg::Vec4& getOverlayClearColor() const { return _overlayClearColor; }
/** Set the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/
void setTexEnvMode(GLenum mode);
/** Get the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/
GLenum getTexEnvMode() const { return _texEnvMode; }
/** Set the texture unit that the texture should be assigned to.*/
void setOverlayTextureUnit(unsigned int unit);
/** Get the texture unit that the texture should be assigned to.*/
unsigned int getOverlayTextureUnit() const { return _textureUnit; }
/** Set the texture size hint. The size hint is used to request a texture of specified size.*/
void setOverlayTextureSizeHint(unsigned int size);
/** Get the texture size hint.*/
unsigned int getOverlayTextureSizeHint() const { return _textureSizeHint; }
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
/** 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;
protected :
virtual ~OverlayNode() {}
void init();
void init_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY();
void init_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY();
void init_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY();
void traverse_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv);
void traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv);
void traverse_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY(osg::NodeVisitor& nv);
void updateMainSubgraphStateSet();
typedef osg::buffered_value< int > TextureObjectValidList;
mutable TextureObjectValidList _textureObjectValidList;
OverlayTechnique _overlayTechnique;
// overlay subgraph is render to a texture
osg::ref_ptr<osg::Node> _overlaySubgraph;
osg::ref_ptr<osg::StateSet> _overlayStateSet;
osg::ref_ptr<osg::StateSet> _mainStateSet;
// texture to render to, and to read from.
GLenum _texEnvMode;
unsigned int _textureUnit;
unsigned int _textureSizeHint;
osg::Vec4 _overlayClearColor;
bool _continuousUpdate;
double _overlayBaseHeight;
bool _updateCamera;
osg::Camera::RenderTargetImplementation _renderTargetImpl;
private:
struct OverlayData
{
void setThreadSafeRefUnref(bool threadSafe);
void resizeGLObjectBuffers(unsigned int maxSize);
void releaseGLObjects(osg::State* state= 0) const;
osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::StateSet> _overlayStateSet;
osg::ref_ptr<osg::StateSet> _mainSubgraphStateSet;
osg::ref_ptr<osg::TexGenNode> _texgenNode;
osg::ref_ptr<osg::Texture2D> _texture;
osg::Polytope _textureFrustum;
osg::ref_ptr<osg::Geode> _geode;
osg::ref_ptr<osg::Program> _mainSubgraphProgram;
osg::ref_ptr<osg::Uniform> _y0;
osg::ref_ptr<osg::Uniform> _lightingEnabled;
};
typedef std::map<osgUtil::CullVisitor*, OverlayData> OverlayDataMap;
OpenThreads::Mutex _overlayDataMapMutex;
OverlayDataMap _overlayDataMap;
OverlayData& getOverlayData(osgUtil::CullVisitor* cv);
};
}
#endif