356 lines
15 KiB
C++
356 lines
15 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_CAMERANODE
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#define OSG_CAMERANODE 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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namespace osg {
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/** CameraNode - is a subclass of Transform which represents encapsulates the settings of a Camera.
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*/
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class OSG_EXPORT CameraNode : public Transform, public CullSettings
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{
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public :
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CameraNode();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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CameraNode(const CameraNode&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, CameraNode);
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/** Sets the clear color. */
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inline void setClearColor(const Vec4& color) { _clearColor = color; }
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/** Returns the clear color. */
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inline const Vec4& getClearColor() const { return _clearColor; }
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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; }
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/** Get the clear mask.*/
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inline GLbitfield getClearMask() const { return _clearMask; }
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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_MULTIPLE,
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POST_MULTIPLE
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};
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void setTransformOrder(TransformOrder order) { _transformOrder = order; }
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TransformOrder getTransformOrder() const { return _transformOrder; }
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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 othographic 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);
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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);
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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);
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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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/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
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void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
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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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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f);
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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) { _renderOrder = order; }
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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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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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SEPERATE_WINDOW
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};
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void setRenderTargetImplementation(RenderTargetImplementation impl) { _renderTargetImplementation = impl; }
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RenderTargetImplementation getRenderTargetImplementation() const { return _renderTargetImplementation; }
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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 sepecify that the rendering back-end should choose the most appropriate buffer.*/
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void setDrawBuffer(GLenum buffer) { _drawBuffer = 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 sepecify that the rendering back-end should choose the most appropriate buffer.*/
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void setReadBuffer(GLenum buffer) { _readBuffer = 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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/** Set the render buffer for a given fragment output position to specified draw buffer. */
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void setRenderBuffer(unsigned int pos, GLenum buffer) { _renderBufferList[pos] = buffer; }
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/** Get the draw buffer for a given fragment output position. */
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GLenum getRenderBuffer(unsigned int pos) const { return _renderBufferList[pos]; }
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typedef std::vector<GLenum> RenderBufferList;
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/** Get the list which draw buffer are active. */
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RenderBufferList& getRenderBufferList() { return _renderBufferList; }
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/** Get the const list which draw buffer are active. */
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const RenderBufferList& getRenderBufferList() const { return _renderBufferList; }
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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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COLOR_BUFFER,
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COLOR_BUFFER0 = COLOR_BUFFER,
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COLOR_BUFFER1 = COLOR_BUFFER+1,
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COLOR_BUFFER2 = COLOR_BUFFER+2,
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COLOR_BUFFER3 = COLOR_BUFFER+3,
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COLOR_BUFFER4 = COLOR_BUFFER+4,
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COLOR_BUFFER5 = COLOR_BUFFER+5,
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COLOR_BUFFER6 = COLOR_BUFFER+6,
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COLOR_BUFFER7 = COLOR_BUFFER+7
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};
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void attach(BufferComponent buffer, GLenum internalFormat);
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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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void attach(BufferComponent buffer, osg::Image* image);
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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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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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};
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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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/** 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) { _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 setRenderingCache(osg::Object* rc) { _renderingCache = rc; }
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/** Get the Rendering object that is used to implement rendering of the subgraph.*/
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osg::Object* getRenderingCache() { return _renderingCache.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::Object* getRenderingCache() const { return _renderingCache.get(); }
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/** Draw callback for custom operations.*/
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struct DrawCallback : public Object
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{
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DrawCallback() {}
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DrawCallback(const DrawCallback&,const CopyOp&) {}
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META_Object(osg,DrawCallback)
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virtual void operator () (const osg::CameraNode& camera) const {}
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};
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/** Set the post draw callback for custom operations to do done after the drawing of the camera's subgraph has been completed.*/
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void setPostDrawCallback(DrawCallback* cb) { _postDrawCallback = cb; }
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/** Get the post draw callback.*/
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DrawCallback* getPostDrawCallback() { return _postDrawCallback.get(); }
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/** Get the const post draw callback.*/
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const DrawCallback* getPostDrawCallback() const { return _postDrawCallback.get(); }
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public:
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/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
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/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
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protected :
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virtual ~CameraNode();
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Vec4 _clearColor;
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GLbitfield _clearMask;
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ref_ptr<ColorMask> _colorMask;
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ref_ptr<Viewport> _viewport;
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TransformOrder _transformOrder;
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Matrixd _projectionMatrix;
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Matrixd _viewMatrix;
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RenderOrder _renderOrder;
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GLenum _drawBuffer;
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GLenum _readBuffer;
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RenderBufferList _renderBufferList;
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RenderTargetImplementation _renderTargetImplementation;
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BufferAttachmentMap _bufferAttachmentMap;
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ref_ptr<GraphicsContext> _graphicsContext;
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ref_ptr<Object> _renderingCache;
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ref_ptr<DrawCallback> _postDrawCallback;
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};
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}
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#endif
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