955cc1ec2a
.osg plugin.
76 lines
2.5 KiB
C++
76 lines
2.5 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_CLEARNODE
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#define OSG_CLEARNODE 1
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#include <osg/Group>
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#include <osg/Vec4>
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namespace osg {
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/** A Group node for clearing the color and depth buffers. Use setClearColor
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* to change the clear color, and setRequiresClear to disable/enable the call
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* clearing. You might want to disable clearing if you perform your clear by
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* drawing fullscreen geometry. If you do this, add child nodes to perform
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* such drawing. The default StateSet associated with this node places
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* children in render bin -1 to ensure that children are rendered prior to
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* the rest of the scene graph.
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*/
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class OSG_EXPORT ClearNode : public Group
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{
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public :
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ClearNode();
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ClearNode(const ClearNode& cs, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Group(cs,copyop),
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_requiresClear(cs._requiresClear),
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_clearColor(cs._clearColor),
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_clearMask(cs._clearMask) {}
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META_Node(osg, ClearNode);
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/** Enable/disable clearing via glClear. */
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inline void setRequiresClear(bool requiresClear) { _requiresClear = requiresClear; }
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/** Gets whether clearing is enabled or disabled. */
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inline bool getRequiresClear() const { return _requiresClear; }
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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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protected :
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virtual ~ClearNode() {}
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bool _requiresClear;
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Vec4 _clearColor;
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GLbitfield _clearMask;
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};
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}
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#endif
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