OpenSceneGraph/examples/osgdepthpartition/DepthPartitionNode.h
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

86 lines
2.9 KiB
C++

#ifndef _OF_DEPTHPARTITIONNODE_
#define _OF_DEPTHPARTITIONNODE_
#include "DistanceAccumulator.h"
#include <osg/Camera>
#define CURRENT_CLASS DepthPartitionNode
/**********************************************************
* Ravi Mathur
* OpenFrames API, class DepthPartitionNode
* A type of osg::Group that analyzes a scene, then partitions it into
* several segments that can be rendered separately. Each segment
* is small enough in the z-direction to avoid depth buffer problems
* for very large scenes.
**********************************************************/
class CURRENT_CLASS : public osg::Group
{
public:
CURRENT_CLASS();
CURRENT_CLASS(const CURRENT_CLASS& dpn,
const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Node( OpenFrames, CURRENT_CLASS ); // Common Node functions
/** Set the active state. If not active, this node will simply add the
specified scene as it's child, without analyzing it at all. */
void setActive(bool active);
inline bool getActive() const { return _active; }
/** Specify whether the color buffer should be cleared before the first
Camera draws it's scene. */
void setClearColorBuffer(bool clear);
inline bool getClearColorBuffer() const { return _clearColorBuffer; }
/** Specify the render order for each Camera */
void setRenderOrder(osg::Camera::RenderOrder order);
inline osg::Camera::RenderOrder getRenderOrder() const
{ return _renderOrder; }
/** Set/get the maximum depth that the scene will be traversed to.
Defaults to UINT_MAX. */
void setMaxTraversalDepth(unsigned int depth)
{ _distAccumulator->setMaxDepth(depth); }
inline unsigned int getMaxTraversalDepth() const
{ return _distAccumulator->getMaxDepth(); }
/** Override update and cull traversals */
virtual void traverse(osg::NodeVisitor &nv);
/** Catch child management functions so the Cameras can be informed
of added or removed children. */
virtual bool addChild(osg::Node *child);
virtual bool insertChild(unsigned int index, osg::Node *child);
virtual bool removeChildren(unsigned int pos, unsigned int numRemove = 1);
virtual bool setChild(unsigned int i, osg::Node *node);
protected:
typedef std::vector< osg::ref_ptr<osg::Camera> > CameraList;
~CURRENT_CLASS();
void init();
// Creates a new Camera object with default settings
osg::Camera* createOrReuseCamera(const osg::Matrix& proj,
double znear, double zfar,
const unsigned int &camNum);
bool _active; // Whether partitioning is active on the scene
// The NodeVisitor that computes cameras for the scene
osg::ref_ptr<DistanceAccumulator> _distAccumulator;
osg::Camera::RenderOrder _renderOrder;
bool _clearColorBuffer;
// Cameras that should be used to draw the scene. These cameras
// will be reused on every frame in order to save time and memory.
CameraList _cameraList;
unsigned int _numCameras; // Number of Cameras actually being used
};
#undef CURRENT_CLASS
#endif