def74d3471
handle scenes with multiple views with elements that need coordinating on a per view basis. Added beginings of new osgText::FadeText class (not functionality yet).
283 lines
8.7 KiB
C++
283 lines
8.7 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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#include <osg/CameraNode>
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#include <osg/Notify>
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using namespace osg;
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CameraNode::CameraNode():
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_view(0),
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_clearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)),
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_clearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT),
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_transformOrder(PRE_MULTIPLY),
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_renderOrder(POST_RENDER),
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_renderOrderNum(0),
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_drawBuffer(GL_NONE),
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_readBuffer(GL_NONE),
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_renderTargetImplementation(FRAME_BUFFER),
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_renderTargetFallback(FRAME_BUFFER)
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{
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setStateSet(new StateSet);
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}
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CameraNode::CameraNode(const CameraNode& camera,const CopyOp& copyop):
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Transform(camera,copyop),
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CullSettings(camera),
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_view(camera._view),
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_clearColor(camera._clearColor),
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_clearMask(camera._clearMask),
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_colorMask(camera._colorMask),
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_viewport(camera._viewport),
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_transformOrder(camera._transformOrder),
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_projectionMatrix(camera._projectionMatrix),
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_viewMatrix(camera._viewMatrix),
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_renderOrder(camera._renderOrder),
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_renderOrderNum(camera._renderOrderNum),
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_drawBuffer(camera._drawBuffer),
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_readBuffer(camera._readBuffer),
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_renderTargetImplementation(camera._renderTargetImplementation),
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_renderTargetFallback(camera._renderTargetFallback),
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_bufferAttachmentMap(camera._bufferAttachmentMap),
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_postDrawCallback(camera._postDrawCallback)
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{
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}
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CameraNode::~CameraNode()
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{
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}
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bool CameraNode::isRenderToTextureCamera() const
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{
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return (!_bufferAttachmentMap.empty());
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}
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void CameraNode::setRenderTargetImplementation(RenderTargetImplementation impl)
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{
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_renderTargetImplementation = impl;
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if (impl<FRAME_BUFFER) _renderTargetFallback = (RenderTargetImplementation)(impl+1);
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else _renderTargetFallback = impl;
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}
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void CameraNode::setRenderTargetImplementation(RenderTargetImplementation impl, RenderTargetImplementation fallback)
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{
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if (impl<fallback || (impl==FRAME_BUFFER && fallback==FRAME_BUFFER))
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{
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_renderTargetImplementation = impl;
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_renderTargetFallback = fallback;
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}
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else
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{
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osg::notify(osg::NOTICE)<<"Warning: CameraNode::setRenderTargetImplementation(impl,fallback) must have a lower rated fallback than the main target implementation."<<std::endl;
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setRenderTargetImplementation(impl);
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}
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}
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void CameraNode::setColorMask(osg::ColorMask* colorMask)
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{
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if (_colorMask == colorMask) return;
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osg::StateSet* stateset = getOrCreateStateSet();
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if (_colorMask.valid() && stateset)
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{
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stateset->removeAttribute(_colorMask.get());
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}
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_colorMask = colorMask;
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if (_colorMask.valid() && stateset)
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{
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stateset->setAttribute(_colorMask.get());
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}
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}
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void CameraNode::setColorMask(bool red, bool green, bool blue, bool alpha)
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{
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if (!_colorMask) setColorMask(new osg::ColorMask);
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if (_colorMask.valid()) _colorMask->setMask(red,green,blue,alpha);
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}
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void CameraNode::setViewport(osg::Viewport* viewport)
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{
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if (_viewport == viewport) return;
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osg::StateSet* stateset = getOrCreateStateSet();
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if (_viewport.valid() && stateset)
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{
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stateset->removeAttribute(_viewport.get());
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}
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_viewport = viewport;
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if (_viewport.valid() && stateset)
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{
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stateset->setAttribute(_viewport.get());
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}
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}
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void CameraNode::setViewport(int x,int y,int width,int height)
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{
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if (!_viewport) setViewport(new osg::Viewport);
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if (_viewport.valid()) _viewport->setViewport(x,y,width,height);
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}
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Matrixd CameraNode::getInverseViewMatrix() const
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{
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Matrixd inverse;
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inverse.invert(_viewMatrix);
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return inverse;
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}
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void CameraNode::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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{
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setProjectionMatrix(osg::Matrixd::ortho(left, right,
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bottom, top,
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zNear, zFar));
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}
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void CameraNode::setProjectionMatrixAsOrtho2D(double left, double right,
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double bottom, double top)
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{
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setProjectionMatrix(osg::Matrixd::ortho2D(left, right,
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bottom, top));
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}
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void CameraNode::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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{
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setProjectionMatrix(osg::Matrixd::frustum(left, right,
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bottom, top,
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zNear, zFar));
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}
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void CameraNode::setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
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double zNear, double zFar)
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{
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setProjectionMatrix(osg::Matrixd::perspective(fovy,aspectRatio,
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zNear, zFar));
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}
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bool CameraNode::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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{
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return _projectionMatrix.getOrtho(left, right,
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bottom, top,
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zNear, zFar);
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}
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bool CameraNode::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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{
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return _projectionMatrix.getFrustum(left, right,
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bottom, top,
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zNear, zFar);
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}
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bool CameraNode::getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar)
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{
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return _projectionMatrix.getPerspective(fovy, aspectRatio, zNear, zFar);
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}
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void CameraNode::setViewMatrixAsLookAt(const Vec3& eye,const Vec3& center,const Vec3& up)
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{
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setViewMatrix(osg::Matrixd::lookAt(eye,center,up));
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}
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void CameraNode::getViewMatrixAsLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
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{
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_viewMatrix.getLookAt(eye,center,up,lookDistance);
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}
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void CameraNode::attach(BufferComponent buffer, GLenum internalFormat)
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{
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_bufferAttachmentMap[buffer]._internalFormat = internalFormat;
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}
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void CameraNode::attach(BufferComponent buffer, osg::Texture* texture, unsigned int level, unsigned int face, bool mipMapGeneration)
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{
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_bufferAttachmentMap[buffer]._texture = texture;
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_bufferAttachmentMap[buffer]._level = level;
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_bufferAttachmentMap[buffer]._face = face;
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_bufferAttachmentMap[buffer]._mipMapGeneration = mipMapGeneration;
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}
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void CameraNode::attach(BufferComponent buffer, osg::Image* image)
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{
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_bufferAttachmentMap[buffer]._image = image;
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}
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void CameraNode::detach(BufferComponent buffer)
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{
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_bufferAttachmentMap.erase(buffer);
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}
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void CameraNode::releaseGLObjects(osg::State* state) const
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{
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if (state) const_cast<CameraNode*>(this)->_renderingCache[state->getContextID()] = 0;
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else const_cast<CameraNode*>(this)->_renderingCache.setAllElementsTo(0);
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Transform::releaseGLObjects(state);
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}
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bool CameraNode::computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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{
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if (_transformOrder==PRE_MULTIPLY)
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{
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matrix.preMult(_viewMatrix);
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}
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else
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{
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matrix.postMult(_viewMatrix);
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}
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}
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else // absolute
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{
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matrix = _viewMatrix;
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}
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return true;
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}
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bool CameraNode::computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
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{
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const Matrixd& inverse = getInverseViewMatrix();
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if (_referenceFrame==RELATIVE_RF)
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{
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if (_transformOrder==PRE_MULTIPLY)
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{
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// note doing inverse so pre becomes post.
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matrix.postMult(inverse);
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}
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else
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{
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// note doing inverse so post becomes pre.
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matrix.preMult(inverse);
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}
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}
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else // absolute
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{
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matrix = inverse;
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}
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return true;
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}
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