OpenSceneGraph/include/osg/DisplaySettings
Robert Osfield 9c9439ef73 Added DisplaySettings:s/getgTextShaderTechnique() and OSG_TEXT_SHADER_TECHNIQUE env var support to DisplaySettings.
Added using of DisplaySettings:getgTextShaderTechnique() to Text default constructor.
Added better debug output control in Text.cpp
2017-10-24 14:46:13 +01:00

448 lines
19 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 OSG_DisplaySettings
#define OSG_DisplaySettings 1
#include <osg/Referenced>
#include <osg/Matrixd>
#include <osg/ref_ptr>
#include <string>
#include <vector>
#include <map>
namespace osg {
// forward declare
class ArgumentParser;
class ApplicationUsage;
/** DisplaySettings class for encapsulating what visuals are required and
* have been set up, and the status of stereo viewing.*/
class OSG_EXPORT DisplaySettings : public osg::Referenced
{
public:
/** Maintain a DisplaySettings singleton for objects to query at runtime.*/
static ref_ptr<DisplaySettings>& instance();
DisplaySettings():
Referenced(true)
{
setDefaults();
readEnvironmentalVariables();
}
DisplaySettings(ArgumentParser& arguments):
Referenced(true)
{
setDefaults();
readEnvironmentalVariables();
readCommandLine(arguments);
}
DisplaySettings(const DisplaySettings& vs);
DisplaySettings& operator = (const DisplaySettings& vs);
void setDisplaySettings(const DisplaySettings& vs);
void merge(const DisplaySettings& vs);
void setDefaults();
/** read the environmental variables.*/
void readEnvironmentalVariables();
/** read the commandline arguments.*/
void readCommandLine(ArgumentParser& arguments);
enum DisplayType
{
MONITOR,
POWERWALL,
REALITY_CENTER,
HEAD_MOUNTED_DISPLAY
};
void setDisplayType(DisplayType type) { _displayType = type; }
DisplayType getDisplayType() const { return _displayType; }
void setStereo(bool on) { _stereo = on; }
bool getStereo() const { return _stereo; }
enum StereoMode
{
QUAD_BUFFER,
ANAGLYPHIC,
HORIZONTAL_SPLIT,
VERTICAL_SPLIT,
LEFT_EYE,
RIGHT_EYE,
HORIZONTAL_INTERLACE,
VERTICAL_INTERLACE,
CHECKERBOARD
};
void setStereoMode(StereoMode mode) { _stereoMode = mode; }
StereoMode getStereoMode() const { return _stereoMode; }
void setEyeSeparation(float eyeSeparation) { _eyeSeparation = eyeSeparation; }
float getEyeSeparation() const { return _eyeSeparation; }
enum SplitStereoHorizontalEyeMapping
{
LEFT_EYE_LEFT_VIEWPORT,
LEFT_EYE_RIGHT_VIEWPORT
};
void setSplitStereoHorizontalEyeMapping(SplitStereoHorizontalEyeMapping m) { _splitStereoHorizontalEyeMapping = m; }
SplitStereoHorizontalEyeMapping getSplitStereoHorizontalEyeMapping() const { return _splitStereoHorizontalEyeMapping; }
void setSplitStereoHorizontalSeparation(int s) { _splitStereoHorizontalSeparation = s; }
int getSplitStereoHorizontalSeparation() const { return _splitStereoHorizontalSeparation; }
enum SplitStereoVerticalEyeMapping
{
LEFT_EYE_TOP_VIEWPORT,
LEFT_EYE_BOTTOM_VIEWPORT
};
void setSplitStereoVerticalEyeMapping(SplitStereoVerticalEyeMapping m) { _splitStereoVerticalEyeMapping = m; }
SplitStereoVerticalEyeMapping getSplitStereoVerticalEyeMapping() const { return _splitStereoVerticalEyeMapping; }
void setSplitStereoVerticalSeparation(int s) { _splitStereoVerticalSeparation = s; }
int getSplitStereoVerticalSeparation() const { return _splitStereoVerticalSeparation; }
void setSplitStereoAutoAdjustAspectRatio(bool flag) { _splitStereoAutoAdjustAspectRatio=flag; }
bool getSplitStereoAutoAdjustAspectRatio() const { return _splitStereoAutoAdjustAspectRatio; }
void setScreenWidth(float width) { _screenWidth = width; }
float getScreenWidth() const { return _screenWidth; }
void setScreenHeight(float height) { _screenHeight = height; }
float getScreenHeight() const { return _screenHeight; }
void setScreenDistance(float distance) { _screenDistance = distance; }
float getScreenDistance() const { return _screenDistance; }
void setDoubleBuffer(bool flag) { _doubleBuffer = flag; }
bool getDoubleBuffer() const { return _doubleBuffer; }
void setRGB(bool flag) { _RGB = flag; }
bool getRGB() const { return _RGB; }
void setDepthBuffer(bool flag) { _depthBuffer = flag; }
bool getDepthBuffer() const { return _depthBuffer; }
void setMinimumNumAlphaBits(unsigned int bits) { _minimumNumberAlphaBits = bits; }
unsigned int getMinimumNumAlphaBits() const { return _minimumNumberAlphaBits; }
bool getAlphaBuffer() const { return _minimumNumberAlphaBits!=0; }
void setMinimumNumStencilBits(unsigned int bits) { _minimumNumberStencilBits = bits; }
unsigned int getMinimumNumStencilBits() const { return _minimumNumberStencilBits; }
bool getStencilBuffer() const { return _minimumNumberStencilBits!=0; }
void setMinimumNumAccumBits(unsigned int red, unsigned int green, unsigned int blue, unsigned int alpha);
unsigned int getMinimumNumAccumRedBits() const { return _minimumNumberAccumRedBits; }
unsigned int getMinimumNumAccumGreenBits() const { return _minimumNumberAccumGreenBits; }
unsigned int getMinimumNumAccumBlueBits() const { return _minimumNumberAccumBlueBits; }
unsigned int getMinimumNumAccumAlphaBits() const { return _minimumNumberAccumAlphaBits; }
bool getAccumBuffer() const { return (_minimumNumberAccumRedBits+_minimumNumberAccumGreenBits+_minimumNumberAccumBlueBits+_minimumNumberAccumAlphaBits)!=0; }
void setMaxNumberOfGraphicsContexts(unsigned int num);
unsigned int getMaxNumberOfGraphicsContexts() const;
void setNumMultiSamples(unsigned int samples) { _numMultiSamples = samples; }
unsigned int getNumMultiSamples() const { return _numMultiSamples; }
bool getMultiSamples() const { return _numMultiSamples!=0; }
void setCompileContextsHint(bool useCompileContexts) { _compileContextsHint = useCompileContexts; }
bool getCompileContextsHint() const { return _compileContextsHint; }
void setSerializeDrawDispatch(bool serializeDrawDispatch) { _serializeDrawDispatch = serializeDrawDispatch; }
bool getSerializeDrawDispatch() const { return _serializeDrawDispatch; }
void setUseSceneViewForStereoHint(bool hint) { _useSceneViewForStereoHint = hint; }
bool getUseSceneViewForStereoHint() const { return _useSceneViewForStereoHint; }
/** Set the hint for the total number of threads in the DatbasePager set up, inclusive of the number of http dedicated threads.*/
void setNumOfDatabaseThreadsHint(unsigned int numThreads) { _numDatabaseThreadsHint = numThreads; }
/** Get the hint for total number of threads in the DatbasePager set up, inclusive of the number of http dedicated threads.*/
unsigned int getNumOfDatabaseThreadsHint() const { return _numDatabaseThreadsHint; }
/** Set the hint for number of threads in the DatbasePager to dedicate to reading http requests.*/
void setNumOfHttpDatabaseThreadsHint(unsigned int numThreads) { _numHttpDatabaseThreadsHint = numThreads; }
/** Get the hint for number of threads in the DatbasePager dedicated to reading http requests.*/
unsigned int getNumOfHttpDatabaseThreadsHint() const { return _numHttpDatabaseThreadsHint; }
void setApplication(const std::string& application) { _application = application; }
const std::string& getApplication() { return _application; }
void setMaxTexturePoolSize(unsigned int size) { _maxTexturePoolSize = size; }
unsigned int getMaxTexturePoolSize() const { return _maxTexturePoolSize; }
void setMaxBufferObjectPoolSize(unsigned int size) { _maxBufferObjectPoolSize = size; }
unsigned int getMaxBufferObjectPoolSize() const { return _maxBufferObjectPoolSize; }
/**
Methods used to set and get defaults for Cameras implicit buffer attachments.
For more info: See description of Camera::setImplicitBufferAttachment method
DisplaySettings implicit buffer attachment selection defaults to: DEPTH and COLOR
for both primary (Render) FBO and secondary Multisample (Resolve) FBO
ie: IMPLICIT_DEPTH_BUFFER_ATTACHMENT | IMPLICIT_COLOR_BUFFER_ATTACHMENT
**/
enum ImplicitBufferAttachment
{
IMPLICIT_DEPTH_BUFFER_ATTACHMENT = (1 << 0),
IMPLICIT_STENCIL_BUFFER_ATTACHMENT = (1 << 1),
IMPLICIT_COLOR_BUFFER_ATTACHMENT = (1 << 2),
DEFAULT_IMPLICIT_BUFFER_ATTACHMENT = IMPLICIT_COLOR_BUFFER_ATTACHMENT | IMPLICIT_DEPTH_BUFFER_ATTACHMENT
};
typedef int ImplicitBufferAttachmentMask;
void setImplicitBufferAttachmentMask(ImplicitBufferAttachmentMask renderMask = DisplaySettings::DEFAULT_IMPLICIT_BUFFER_ATTACHMENT, ImplicitBufferAttachmentMask resolveMask = DisplaySettings::DEFAULT_IMPLICIT_BUFFER_ATTACHMENT )
{
_implicitBufferAttachmentRenderMask = renderMask;
_implicitBufferAttachmentResolveMask = resolveMask;
}
void setImplicitBufferAttachmentRenderMask(ImplicitBufferAttachmentMask implicitBufferAttachmentRenderMask)
{
_implicitBufferAttachmentRenderMask = implicitBufferAttachmentRenderMask;
}
void setImplicitBufferAttachmentResolveMask(ImplicitBufferAttachmentMask implicitBufferAttachmentResolveMask)
{
_implicitBufferAttachmentResolveMask = implicitBufferAttachmentResolveMask;
}
/** Get mask selecting default implicit buffer attachments for Cameras primary FBOs. */
ImplicitBufferAttachmentMask getImplicitBufferAttachmentRenderMask() const { return _implicitBufferAttachmentRenderMask; }
/** Get mask selecting default implicit buffer attachments for Cameras secondary MULTISAMPLE FBOs. */
ImplicitBufferAttachmentMask getImplicitBufferAttachmentResolveMask() const { return _implicitBufferAttachmentResolveMask;}
enum SwapMethod
{
SWAP_DEFAULT, // Leave swap method at default returned by choose Pixel Format.
SWAP_EXCHANGE, // Flip front / back buffer.
SWAP_COPY, // Copy back to front buffer.
SWAP_UNDEFINED // Move back to front buffer leaving contents of back buffer undefined.
};
/** Select preferred swap method */
void setSwapMethod( SwapMethod swapMethod ) { _swapMethod = swapMethod; }
/** Get preferred swap method */
SwapMethod getSwapMethod( void ) { return _swapMethod; }
/** Set whether Arb Sync should be used to manage the swaps buffers, 0 disables the use of the sync, greater than zero enables sync based on number of frames specified.*/
void setSyncSwapBuffers(unsigned int numFrames=0) { _syncSwapBuffers = numFrames; }
/** Set whether Arb Sync should be used to manage the swaps buffers.*/
unsigned int getSyncSwapBuffers() const { return _syncSwapBuffers; }
/** Set the hint of which OpenGL version to attempt to create a graphics context for.*/
void setGLContextVersion(const std::string& version) { _glContextVersion = version; }
/** Get the hint of which OpenGL version to attempt to create a graphics context for.*/
const std::string getGLContextVersion() const { return _glContextVersion; }
/** Set the hint of the flags to use in when creating graphic contexts.*/
void setGLContextFlags(unsigned int flags) { _glContextFlags = flags; }
/** Get the hint of the flags to use in when creating graphic contexts.*/
unsigned int getGLContextFlags() const { return _glContextFlags; }
/** Set the hint of the profile mask to use in when creating graphic contexts.*/
void setGLContextProfileMask(unsigned int mask) { _glContextProfileMask = mask; }
/** Get the hint of the profile mask to use in when creating graphic contexts.*/
unsigned int getGLContextProfileMask() const { return _glContextProfileMask; }
/** Set the NvOptimusEnablement value. Default can be set using OSG_NvOptimusEnablement env var.*/
void setNvOptimusEnablement(int value);
/** Get the NvOptimusEnablement value. */
int getNvOptimusEnablement() const;
enum VertexBufferHint
{
NO_PREFERENCE,
VERTEX_BUFFER_OBJECT,
VERTEX_ARRAY_OBJECT
};
void setVertexBufferHint(VertexBufferHint gi) { _vertexBufferHint = gi; }
VertexBufferHint getVertexBufferHint() const { return _vertexBufferHint; }
enum ShaderHint
{
SHADER_NONE,
SHADER_GL2,
SHADER_GLES2,
SHADER_GL3,
SHADER_GLES3
};
/** set the ShaderHint to tells shader generating cdoes version to create.
* By default also OSG_GLSL_VERSION and OSG_PRECISION_FLOAT values that can get use directly in shaders using $OSG_GLSL_VERSION and $OSG_PRECISION_FLOAT respectively.*/
void setShaderHint(ShaderHint hint, bool setShaderValues=true);
ShaderHint getShaderHint() const { return _shaderHint; }
/** Set the TextShaderTechnique that is used in the Text default constructor to choose which osgText::ShaderTechnique to use.*/
void setTextShaderTechnique(const std::string& str) { _textShaderTechnique = str; }
const std::string& getTextShaderTechnique() const { return _textShaderTechnique; }
void setKeystoneHint(bool enabled) { _keystoneHint = enabled; }
bool getKeystoneHint() const { return _keystoneHint; }
typedef std::vector<std::string> FileNames;
void setKeystoneFileNames(const FileNames& filenames) { _keystoneFileNames = filenames; }
FileNames& getKeystoneFileNames() { return _keystoneFileNames; }
const FileNames& getKeystoneFileNames() const { return _keystoneFileNames; }
typedef std::vector< osg::ref_ptr<osg::Object> > Objects;
void setKeystones(const Objects& objects) { _keystones = objects; }
Objects& getKeystones() { return _keystones; }
const Objects& getKeystones() const { return _keystones; }
enum OSXMenubarBehavior
{
MENUBAR_AUTO_HIDE,
MENUBAR_FORCE_HIDE,
MENUBAR_FORCE_SHOW
};
OSXMenubarBehavior getOSXMenubarBehavior() const { return _OSXMenubarBehavior; }
void setOSXMenubarBehavior(OSXMenubarBehavior hint) { _OSXMenubarBehavior = hint; }
/** helper function for computing the left eye projection matrix.*/
virtual osg::Matrixd computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const;
/** helper function for computing the left eye view matrix.*/
virtual osg::Matrixd computeLeftEyeViewImplementation(const osg::Matrixd& view, double eyeSeperationScale=1.0) const;
/** helper function for computing the right eye view matrix.*/
virtual osg::Matrixd computeRightEyeProjectionImplementation(const osg::Matrixd& projection) const;
/** helper function for computing the right eye view matrix.*/
virtual osg::Matrixd computeRightEyeViewImplementation(const osg::Matrixd& view, double eyeSeperationScale=1.0) const;
void setValue(const std::string& name, const std::string& value);
bool getValue(const std::string& name, std::string& value, bool use_getenv_fallback=true) const;
protected:
virtual ~DisplaySettings();
DisplayType _displayType;
bool _stereo;
StereoMode _stereoMode;
float _eyeSeparation;
float _screenWidth;
float _screenHeight;
float _screenDistance;
SplitStereoHorizontalEyeMapping _splitStereoHorizontalEyeMapping;
int _splitStereoHorizontalSeparation;
SplitStereoVerticalEyeMapping _splitStereoVerticalEyeMapping;
int _splitStereoVerticalSeparation;
bool _splitStereoAutoAdjustAspectRatio;
bool _doubleBuffer;
bool _RGB;
bool _depthBuffer;
unsigned int _minimumNumberAlphaBits;
unsigned int _minimumNumberStencilBits;
unsigned int _minimumNumberAccumRedBits;
unsigned int _minimumNumberAccumGreenBits;
unsigned int _minimumNumberAccumBlueBits;
unsigned int _minimumNumberAccumAlphaBits;
unsigned int _maxNumOfGraphicsContexts;
unsigned int _numMultiSamples;
bool _compileContextsHint;
bool _serializeDrawDispatch;
bool _useSceneViewForStereoHint;
unsigned int _numDatabaseThreadsHint;
unsigned int _numHttpDatabaseThreadsHint;
std::string _application;
unsigned int _maxTexturePoolSize;
unsigned int _maxBufferObjectPoolSize;
ImplicitBufferAttachmentMask _implicitBufferAttachmentRenderMask;
ImplicitBufferAttachmentMask _implicitBufferAttachmentResolveMask;
std::string _glContextVersion;
unsigned int _glContextFlags;
unsigned int _glContextProfileMask;
SwapMethod _swapMethod;
unsigned int _syncSwapBuffers;
VertexBufferHint _vertexBufferHint;
ShaderHint _shaderHint;
std::string _textShaderTechnique;
bool _keystoneHint;
FileNames _keystoneFileNames;
Objects _keystones;
OSXMenubarBehavior _OSXMenubarBehavior;
typedef std::map<std::string, std::string> ValueMap;
mutable OpenThreads::Mutex _valueMapMutex;
mutable ValueMap _valueMap;
};
}
# endif