OpenSceneGraph/examples/osgdepthpeeling/DePee.h
Robert Osfield d14a602a59 From Jannik Heller, typo fixes
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14882 16af8721-9629-0410-8352-f15c8da7e697
2015-06-01 13:11:49 +00:00

171 lines
4.4 KiB
C++

/*
Steffen Frey
Fachpraktikum Graphik-Programmierung 2007
Institut fuer Visualisierung und Interaktive Systeme
Universitaet Stuttgart
*/
#ifndef _DEPEE_H_
#define _DEPEE_H_
#include <osg/Node>
#include <osg/Camera>
#include <osg/Group>
#include <osg/Texture2D>
#include <osgText/Text>
#include <string>
#include <stack>
#include "DePeePass.h"
/*!
The DePee class is main class for setting up and managing depth peeling.
A DePee object can be seen as a virtual node, that has one parent and one child. The rendering of every child and subchil of this child is managed by the DePee node. Besides that, it handles a head up display.
*/
class DePee : public osg::Referenced
{
public:
/*!
The constructor is initialized by giving it a parent and child node (subgraph), as well as the width and height in pixels of the output window. Additionally a subgraph can be added whose children aren't depth peeled but combined with de depth peeled scene
*/
DePee(osg::Group* parent, osg::Group* subgraph, unsigned width, unsigned height);
/*!
Takes care of clean removal of DePee
*/
~DePee();
/*!
The head up display shows information like internal status and current frames per second. This function needs to be called in the rendering loop to keep the information updated.
*/
bool updateHUDText();
/*!
Sets whether sketchiness is activated or deactivated
*/
void setSketchy(bool sketchy);
/*!
If sketchiness is enabled, sets whether a crayon should be used
*/
void setCrayon(bool crayon);
/*!
Sets whether color display is activated or deactivated
*/
void setColored(bool colored);
/*!
Sets whether edges are displayed or not
*/
void setEdgy(bool edgy);
/*!
Sets how sketchy lines and colors should be displayed (standard is 1.0)
*/
void setSketchiness(double sketchiness);
/*!
Set the pointer to the double variable containing the current fps for displaying it on the head up display
*/
void setFPS(double* fps);
/*!
Add a depth peeling pass and adjust the render passes accordingly
*/
bool addDePeePass();
/*!
Remove a depth peeling pass and adjust the render passes accordingly
*/
bool remDePeePass();
private:
/*!
Create a map. This is a function for convenience and calls either
createNoiseMap(), createEdgeMap() or createNormalDepthColorMap().
Apart from NOISE_MAP, for every texture generation
one rendering pass is needed.
The boolean first is used to indicate whether this rendering pass
belongs to the first depth peeling pass.
*/
bool createMap(MapMode mapMode, bool first=false);
/*!
Creates a two dimensional noise map and initalizes _noiseMap with it
*/
bool createNoiseMap();
/*!
Depending on the chosen MapMode, it either creates a new rendering
pass for creaeting a normal, depth or color map. The created rendering
pass is added to the current depth peeling pass.
*/
bool createNormalDepthColorMap(MapMode mapMode, bool first);
/*!
Create an edge map. A previous depth and normal rendering pass in this
depth peeling pass is required for that.
*/
bool createEdgeMap(bool first);
/*!
Creates the final rendering pass for depth peeling. Color and edge map are
added up here and sketchiness is applied.
*/
bool createFinal();
/*!
Create the rendering pass for the head up display
*/
bool createHUD();
/*
Returns the number of rendering passes of the depth peeling object
*/
unsigned int getNumberOfRenderPasses();
unsigned _texWidth;
unsigned _texHeight;
unsigned _width;
unsigned _height;
osg::ref_ptr<osg::Group> _parent;
osg::ref_ptr<osg::Group> _subgraph;
osg::ref_ptr<osg::Texture2D> _noiseMap;
osg::ref_ptr<osg::Texture2D> _normalDepthMap0;
osg::ref_ptr<osg::Texture2D> _normalDepthMap1;
osg::ref_ptr<osg::Texture2D> _edgeMap;
osg::ref_ptr<osg::Texture2D> _colorMap;
osg::ref_ptr<osg::Geode> _quadGeode;
osgText::Text* _hudText;
double* _fps;
std::vector<DePeePass*> _dePeePasses;
osg::Uniform* _sketchy;
osg::Uniform* _colored;
osg::Uniform* _edgy;
osg::Uniform* _sketchiness;
bool _isSketchy;
bool _isColored;
bool _isEdgy;
bool _isCrayon;
osg::Camera* _colorCamera;
//shader programs
osg::ref_ptr<osg::Program> _normalDepthMapProgram;
osg::ref_ptr<osg::Program> _colorMapProgram;
osg::ref_ptr<osg::Program> _edgeMapProgram;
bool _renderToFirst;
};
#endif