OpenSceneGraph/include/osgSim/OverlayNode
Robert Osfield fd2ffeb310 Renamed osg::CameraNode to osg::Camera, cleaned up osg::View.
Added beginnings of new osgViewer::Scene,View,Viewer,CompositeViewer and GraphicsWindowProxy files.
2006-11-27 14:52:07 +00:00

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/* -*-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 <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 :
OverlayNode();
OverlayNode(const OverlayNode& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Node(osgSim, OverlayNode);
virtual void traverse(osg::NodeVisitor& nv);
/** 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 clear color to use when rendering the overlay subgraph.*/
void setOverlayClearColor(const osg::Vec4& color);
/** Get the clear color to use when rendering the overlay subgraph.*/
const osg::Vec4& getOverlayClearColor() const;
/** 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; }
/** Get the camera used to implement the render to texture of the overlay subgraph.*/
osg::Camera* getCamera() { return _camera.get(); }
/** Get the const camera used to implement the render to texture of the overlay subgraph.*/
const osg::Camera* getCamera() const { return _camera.get(); }
protected :
virtual ~OverlayNode() {}
void init();
void updateMainSubgraphStateSet();
typedef osg::buffered_value< int > TextureObjectValidList;
mutable TextureObjectValidList _textureObjectValidList;
osg::ref_ptr<osg::Camera> _camera;
// overlay subgraph is render to a texture
osg::ref_ptr<osg::Node> _overlaySubgraph;
// texgen node to generate the tex coordinates for us
osg::ref_ptr<osg::TexGenNode> _texgenNode;
// state set to decoate the main subgraph.
osg::ref_ptr<osg::StateSet> _mainSubgraphStateSet;
// texture to render to, and to read from.
GLenum _texEnvMode;
unsigned int _textureUnit;
unsigned int _textureSizeHint;
osg::ref_ptr<osg::Texture2D> _texture;
bool _continuousUpdate;
bool _updateCamera;
osg::Polytope _textureFrustum;
};
}
#endif