OpenSceneGraph/include/osg/ClearNode
2005-05-18 19:55:14 +00:00

76 lines
2.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_CLEARNODE
#define OSG_CLEARNODE 1
#include <osg/Group>
#include <osg/Vec4>
namespace osg {
/** A Group node for clearing the color and depth buffers. Use setClearColor
* to change the clear color, and setRequiresClear to disable/enable the call
* clearing. You might want to disable clearing if you perform your clear by
* drawing fullscreen geometry. If you do this, add child nodes to perform
* such drawing. The default StateSet associated with this node places
* children in render bin -1 to ensure that children are rendered prior to
* the rest of the scene graph.
*/
class OSG_EXPORT ClearNode : public Group
{
public :
ClearNode();
ClearNode(const ClearNode& cs, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Group(cs,copyop),
_requiresClear(cs._requiresClear),
_clearColor(cs._clearColor),
_clearMask(cs._clearMask) {}
META_Node(osg, ClearNode);
/** Enable/disable clearing via glClear. */
inline void setRequiresClear(bool requiresClear) { _requiresClear = requiresClear; }
/** Gets whether clearing is enabled or disabled. */
inline bool getRequiresClear() const { return _requiresClear; }
/** Sets the clear color. */
inline void setClearColor(const Vec4& color) { _clearColor = color; }
/** Returns the clear color. */
inline const Vec4& getClearColor() const { return _clearColor; }
/** Set the clear mask used in glClear(..).
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
/** Get the clear mask.*/
inline GLbitfield getClearMask() const { return _clearMask; }
protected :
virtual ~ClearNode() {}
bool _requiresClear;
Vec4 _clearColor;
GLbitfield _clearMask;
};
}
#endif