OpenSceneGraph/include/osgProducer/OsgCameraGroup
Robert Osfield def74d3471 Introduced new osg::View, and osg::RenderInfo classes into the core OSG to help
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).
2006-09-18 20:54:48 +00:00

259 lines
9.0 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 OSGPRODUCER_OSGCAMERAGROUP_H
#define OSGPRODUCER_OSGCAMERAGROUP_H 1
#include <Producer/CameraConfig>
#include <Producer/CameraGroup>
#include <osg/Timer>
#include <osg/ArgumentParser>
#include <osg/ApplicationUsage>
#include <osg/Group>
#include <osg/StateSet>
#include <osg/FrameStamp>
#include <osg/DisplaySettings>
#include <osg/CullSettings>
#include <osg/View>
#include <osg/Matrixd>
#include <osgProducer/OsgSceneHandler>
#include <osgProducer/GraphicsContextImplementation>
namespace osgProducer {
class OSGPRODUCER_EXPORT OsgCameraGroup : public Producer::CameraGroup
{
public :
typedef Producer::CameraGroup::ThreadModel ThreadingModel;
OsgCameraGroup();
OsgCameraGroup(Producer::CameraConfig *cfg);
OsgCameraGroup(const std::string& configFile);
OsgCameraGroup(osg::ArgumentParser& arguments);
virtual ~OsgCameraGroup();
void setApplicationUsage(osg::ApplicationUsage* au) { _applicationUsage = au; }
osg::ApplicationUsage* getApplicationUsage() { return _applicationUsage; }
const osg::ApplicationUsage* getApplicationUsage() const { return _applicationUsage; }
typedef std::vector< osg::ref_ptr<GraphicsContextImplementation> > GraphicsContextList;
void setGraphicsContextList(GraphicsContextList& gcList) { _gcList = gcList; }
GraphicsContextList& getGraphicsContextList() { return _gcList;}
const GraphicsContextList& getGraphicsContextList() const { return _gcList;}
typedef std::vector < Producer::ref_ptr<osgProducer::OsgSceneHandler> > SceneHandlerList;
SceneHandlerList& getSceneHandlerList() { return _shvec;}
const SceneHandlerList& getSceneHandlerList() const { return _shvec;}
/** Set the scene data to be rendered. The scene graph traversal during
* rendering will start at the node passed as parameter.
* @param scene The node to be used as the starting point during the
* rendering traversal of the scene graph.
*/
void setSceneData( osg::Node *scene );
/** Get the scene data being used for rendering.
* @return The node being used as the starting point during the
* rendering traversal of the scene graph.
*/
osg::Node *getSceneData() { return _scene_data.get(); }
const osg::Node *getSceneData() const { return _scene_data.get(); }
void setSceneDecorator( osg::Group* decorator);
osg::Group* getSceneDecorator() { return _scene_decorator.get(); }
const osg::Group* getSceneDecorator() const { return _scene_decorator.get(); }
osg::Node* getTopMostSceneData();
const osg::Node* getTopMostSceneData() const;
/** Update internal structures w.r.t updated scene data.*/
virtual void updatedSceneData();
void setDisplaySettings( osg::DisplaySettings *ds ) { _ds = ds; }
osg::DisplaySettings *getDisplaySettings() { return _ds.get(); }
const osg::DisplaySettings *getDisplaySettings() const { return _ds.get(); }
void setCullSettings( const osg::CullSettings& cs) { _cullSettings = cs; }
osg::CullSettings& getCullSettings() { return _cullSettings; }
const osg::CullSettings& getCullSettings() const { return _cullSettings; }
void setFrameStamp( osg::FrameStamp* fs );
osg::FrameStamp *getFrameStamp() { return _frameStamp.get(); }
const osg::FrameStamp *getFrameStamp() const { return _frameStamp.get(); }
void setGlobalStateSet( osg::StateSet *sset );
osg::StateSet *getGlobalStateSet() { return _global_stateset.get(); }
const osg::StateSet *getGlobalStateSet() const { return _global_stateset.get(); }
void setClearColor( const osg::Vec4& clearColor );
const osg::Vec4& getClearColor() const;
void setLODScale( float scale );
float getLODScale() const;
void setFusionDistance( osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f);
/** Set the options to set up SceneView with, see osgUtil::SceneView::Options for available options.*/
void setRealizeSceneViewOptions(unsigned int options) { _realizeSceneViewOptions = options; }
/** Get the options to set up SceneView with.*/
unsigned int getRealizeSceneViewOptions() { return _realizeSceneViewOptions; }
/** Set whether processor affinity should be enable where supported by hardware.*/
void setEnableProcessorAffinityHint(bool enableProccessAffinityHint) { _enableProccessAffinityHint = enableProccessAffinityHint; }
/** Get whether processor affinity should be enable where supported by hardware.*/
bool getEnableProcessorAffinityHint() const { return _enableProccessAffinityHint; }
/** RealizeCallback class one should override to provide an the implemention of realize callbacks.
* Note, this callback overrides the normal call to OsgSceneHandler::init() so it become the your
* responisibility to call this within your callback if required, it is a safe assumption to
* always call OsgSceneHandler::init() within your callback..*/
class OSGPRODUCER_EXPORT RealizeCallback : public osg::Referenced
{
public:
virtual void operator()( OsgCameraGroup& cg, OsgSceneHandler& sh, const Producer::RenderSurface & rs) = 0;
protected:
virtual ~RealizeCallback(); // {}
};
/** Set the realize callback to use when once the render surfaces are realized.*/
void setRealizeCallback( RealizeCallback* cb) { _realizeCallback = cb; }
/** Get the realize callback.*/
RealizeCallback* getRealizeCallback() { return _realizeCallback.get(); }
/** Get the const realize callback.*/
const RealizeCallback* getRealizeCallback() const { return _realizeCallback.get(); }
void advance();
/** Set the threading model and then call realize().*/
virtual bool realize(ThreadingModel thread_model );
/** Realize the render surfaces (OpenGL graphics) and various threads, and call any realize callbacks.*/
virtual bool realize();
/** Set the model view matrix of the camera group,
* by individually set all the camera groups's camera.*/
virtual void setView(const osg::Matrixd& matrix);
/** Get the model view martrix of the camera group,
* taking its value for camera 0.*/
osg::Matrixd getViewMatrix() const;
virtual void sync();
/** Dispatch the cull and draw for each of the Camera's for this frame.*/
virtual void frame();
/** Dispatch a clean up frame that should be called before closing a OsgCameraGroup, i.e. on exit from an app.
* The clean up frame first release all GL objects associated with all the graphics context associated with
* the camera group, then runs a special frame that does the actual OpenGL deletion of GL objects for each
* graphics context. */
virtual void cleanup_frame();
protected :
virtual void setUpSceneViewsWithData();
osg::ApplicationUsage* _applicationUsage;
osg::ref_ptr<osg::Node> _scene_data;
osg::ref_ptr<osg::Group> _scene_decorator;
osg::ref_ptr<osg::StateSet> _global_stateset;
osg::Vec4 _clear_color;
osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode;
float _fusionDistanceValue;
unsigned int _realizeSceneViewOptions;
GraphicsContextList _gcList;
SceneHandlerList _shvec;
osg::ref_ptr<osg::View> _view;
osg::ref_ptr<RealizeCallback> _realizeCallback;
osg::ref_ptr<osg::DisplaySettings> _ds;
bool _initialized;
osg::CullSettings _cullSettings;
unsigned int _frameNumber;
osg::Timer _timer;
osg::Timer_t _start_tick;
osg::ref_ptr<osg::FrameStamp> _frameStamp;
bool _enableProccessAffinityHint;
void _init();
};
}
#endif