OpenSceneGraph/include/osgVolume/MultipassTechnique
2017-03-29 09:12:14 +01:00

122 lines
4.0 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 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 OSGVOLUME_MULTIPASSTECHNIQUE
#define OSGVOLUME_MULTIPASSTECHNIQUE 1
#include <osgVolume/VolumeTechnique>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
namespace osgVolume {
class OSGVOLUME_EXPORT MultipassTechnique : public VolumeTechnique
{
public:
MultipassTechnique();
MultipassTechnique(const MultipassTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgVolume, MultipassTechnique);
virtual void init();
virtual void update(osgUtil::UpdateVisitor* nv);
virtual void backfaceSubgraphCullTraversal(osgUtil::CullVisitor* cv);
virtual void cull(osgUtil::CullVisitor* cv);
/** Clean scene graph from any terrain technique specific nodes.*/
virtual void cleanSceneGraph();
/** Traverse the terrain subgraph.*/
virtual void traverse(osg::NodeVisitor& nv);
enum RenderingMode
{
CUBE,
HULL,
CUBE_AND_HULL
};
RenderingMode computeRenderingMode();
/** Container for render to texture objects used when doing multi-pass volume rendering techniques.*/
struct OSGVOLUME_EXPORT MultipassTileData : public TileData
{
MultipassTileData(osgUtil::CullVisitor* cv, MultipassTechnique* mpt);
virtual void update(osgUtil::CullVisitor* cv);
void setUp(osg::ref_ptr<osg::Camera>& camera, osg::ref_ptr<osg::Texture2D>& texture2D, int width, int height);
osg::observer_ptr<MultipassTechnique> multipassTechnique;
RenderingMode currentRenderingMode;
osg::ref_ptr<osg::Texture2D> frontFaceDepthTexture;
osg::ref_ptr<osg::Camera> frontFaceRttCamera;
osg::ref_ptr<osg::Texture2D> backFaceDepthTexture;
osg::ref_ptr<osg::Camera> backFaceRttCamera;
osg::ref_ptr<osg::Uniform> eyeToTileUniform;
osg::ref_ptr<osg::Uniform> tileToImageUniform;
};
/** Called from VolumeScene to create the TileData container when a multi-pass technique is being used.
* The TileData container caches any render to texture objects that are required. */
virtual TileData* createTileData(osgUtil::CullVisitor* cv) { return new MultipassTileData(cv, this); }
protected:
virtual ~MultipassTechnique();
osg::ref_ptr<osg::MatrixTransform> _transform;
typedef std::map<osgUtil::CullVisitor::Identifier*, osg::Matrix> ModelViewMatrixMap;
OpenThreads::Mutex _mutex;
ModelViewMatrixMap _modelViewMatrixMap;
osg::ref_ptr<osg::StateSet> _whenMovingStateSet;
osg::ref_ptr<osg::StateSet> _volumeRenderStateSet;
osg::StateSet* createStateSet(osg::StateSet* statesetPrototype, osg::Program* programPrototype, osg::Shader* shaderToAdd1=0, osg::Shader* shaderToAdd2=0);
enum ShaderMask
{
CUBE_SHADERS = 1,
HULL_SHADERS = 2,
CUBE_AND_HULL_SHADERS = 4,
STANDARD_SHADERS = 8,
LIT_SHADERS = 16,
ISO_SHADERS = 32,
MIP_SHADERS = 64,
TF_SHADERS = 128
};
typedef std::map<int, osg::ref_ptr<osg::StateSet> > StateSetMap;
StateSetMap _stateSetMap;
osg::ref_ptr<osg::StateSet> _frontFaceStateSet;
};
}
#endif