71122ff38f
and osgprerender now ported across to osg::CameraNode.
241 lines
9.8 KiB
C++
241 lines
9.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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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#ifndef OSG_CAMERANODE
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#define OSG_CAMERANODE 1
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#include <osg/Transform>
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#include <osg/Viewport>
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#include <osg/CullSettings>
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#include <osg/Texture>
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#include <osg/Image>
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namespace osg {
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/** CameraNode - is a subclass of Transform which represents encapsulates the settings of a Camera.
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*/
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class OSG_EXPORT CameraNode : public Transform, public CullSettings
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{
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public :
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CameraNode();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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CameraNode(const CameraNode&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, CameraNode);
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/** Set the viewport of the scene view to use specified osg::Viewport. */
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void setViewport(osg::Viewport* viewport)
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{
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_viewport = viewport;
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}
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/** Set the viewport of the scene view to specified dimensions. */
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void setViewport(int x,int y,int width,int height)
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{
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if (!_viewport) _viewport = new osg::Viewport;
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_viewport->setViewport(x,y,width,height);
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}
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/** Get the const viewport. */
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const Viewport* getViewport() const { return _viewport.get(); }
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/** Get the viewport. */
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Viewport* getViewport() { return _viewport.get(); }
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/** Get the viewport of the scene view. */
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void getViewport(int& x,int& y,int& width,int& height) const
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{
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if (_viewport.valid()) _viewport->getViewport(x,y,width,height);
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}
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/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
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inline void setProjectionMatrix(const osg::Matrixf& matrix) { _projectionMatrix.set(matrix); }
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/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
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inline void setProjectionMatrix(const osg::Matrixd& matrix) { _projectionMatrix.set(matrix); }
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/** Set to an orthographic projection. See OpenGL glOrtho for documentation further details.*/
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void 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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/** Set to a 2D orthographic projection. See OpenGL glOrtho2D documentation for further details.*/
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void setProjectionMatrixAsOrtho2D(double left, double right,
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double bottom, double top);
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/** Set to a perspective projection. See OpenGL glFrustum documentation for further details.*/
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void 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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/** Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.
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* Aspect ratio is defined as width/height.*/
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void setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Get the projection matrix.*/
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osg::Matrixd& getProjectionMatrix() { return _projectionMatrix; }
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/** Get the const projection matrix.*/
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const osg::Matrixd& getProjectionMatrix() const { return _projectionMatrix; }
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/** Get the othographic settings of the orthographic projection matrix.
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* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
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bool 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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/** Get the frustum setting of a perspective projection matrix.
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* Returns false if matrix is not a perspective matrix, where parameter values are undefined.*/
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bool 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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/** Get the frustum setting of a symmetric perspective projection matrix.
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* Returns false if matrix is not a perspective matrix, where parameter values are undefined.
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* Note, if matrix is not a symmetric perspective matrix then the shear will be lost.
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* Asymmetric matrices occur when stereo, power walls, caves and reality center display are used.
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* In these configurations one should use the 'getProjectionMatrixAsFrustum' method instead.*/
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bool getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar);
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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inline void setViewMatrix(const osg::Matrixf& matrix) { _viewMatrix.set(matrix); dirtyBound();}
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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inline void setViewMatrix(const osg::Matrixd& matrix) { _viewMatrix.set(matrix); dirtyBound();}
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/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
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void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
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/** Get the view matrix. */
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osg::Matrixd& getViewMatrix() { return _viewMatrix; }
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/** Get the const view matrix. */
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const osg::Matrixd& getViewMatrix() const { return _viewMatrix; }
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f);
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/** Get the inverse view matrix.*/
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Matrixd getInverseViewMatrix() const;
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/** Sets the clear color. */
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inline void setClearColor(const Vec4& color) { _clearColor = color; }
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/** Returns the clear color. */
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inline const Vec4& getClearColor() const { return _clearColor; }
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/** Set the clear mask used in glClear(..).
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* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
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inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
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/** Get the clear mask.*/
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inline GLbitfield getClearMask() const { return _clearMask; }
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enum RenderOrder
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{
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PRE_RENDER,
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NESTED_RENDER,
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POST_RENDER
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};
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/** Set the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within.
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* For rendering to a texture, one typically uses PRE_RENDER.
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* For Head Up Displays, one would typically use POST_RENDER.*/
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void setRenderOrder(RenderOrder order) { _renderOrder = order; }
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/** Get the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within.*/
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RenderOrder getRenderOrder() const { return _renderOrder; }
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enum RenderTargetImplementation
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{
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FRAME_BUFFER_OBJECT,
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PIXEL_BUFFER,
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FRAME_BUFFER
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};
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void setRenderTargetImplmentation(RenderTargetImplementation impl) { _renderTargetImplementation = impl; }
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RenderTargetImplementation getRenderTargetImplmentation() const { return _renderTargetImplementation; }
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enum BufferComponent
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{
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COLOR_BUFFER,
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DEPTH_BUFFER,
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STENCIL_BUFFER
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};
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void attach(BufferComponent buffer, GLenum internalFormat);
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void attach(BufferComponent buffer, osg::Texture* texture, unsigned int face=0);
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void attach(BufferComponent buffer, osg::Image* image);
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void detach(BufferComponent buffer);
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struct Attachment
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{
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GLenum _internalFormat;
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ref_ptr<Image> _image;
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ref_ptr<Texture> _texture;
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unsigned int _face;
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};
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typedef std::map< BufferComponent, Attachment> BufferAttachmentMap;
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BufferAttachmentMap& getBufferAttachmentMap() { return _bufferAttachmentMap; }
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const BufferAttachmentMap& getBufferAttachmentMap() const { return _bufferAttachmentMap; }
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public:
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/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
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/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
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protected :
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virtual ~CameraNode();
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Vec4 _clearColor;
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GLbitfield _clearMask;
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ref_ptr<Viewport> _viewport;
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Matrixd _projectionMatrix;
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Matrixd _viewMatrix;
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RenderOrder _renderOrder;
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RenderTargetImplementation _renderTargetImplementation;
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BufferAttachmentMap _bufferAttachmentMap;
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};
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}
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#endif
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