OpenSceneGraph/include/osgUtil/RenderStage
Robert Osfield 71122ff38f Work on the RenderToTexture usage of the new osg::CameraNode. Both osghud
and osgprerender now ported across to osg::CameraNode.
2005-06-14 20:51:35 +00:00

172 lines
6.3 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 OSGUTIL_RENDERSTAGE
#define OSGUTIL_RENDERSTAGE 1
#include <osg/ColorMask>
#include <osg/Viewport>
#include <osgUtil/RenderBin>
#include <osgUtil/RenderStageLighting>
namespace osgUtil {
/**
* RenderStage base class. Used for encapsulate a complete stage in
* rendering - setting up of viewport, the projection and model
* matrices and rendering the RenderBin's enclosed with this RenderStage.
* RenderStage also has a dependency list of other RenderStages, each
* of which must be called before the rendering of this stage. These
* 'pre' rendering stages are used for advanced rendering techniques
* like multistage pixel shading or impostors.
*/
class OSGUTIL_EXPORT RenderStage : public RenderBin
{
public:
RenderStage();
RenderStage(SortMode mode);
RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const { return new RenderStage(); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new RenderStage(*this,copyop); } // note only implements a clone of type.
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const RenderStage*>(obj)!=0L; }
virtual const char* className() const { return "RenderStage"; }
virtual void reset();
/** Set the viewport.*/
void setViewport(osg::Viewport* viewport) { _viewport = viewport; }
/** Get the const viewport. */
const osg::Viewport* getViewport() const { return _viewport.get(); }
/** Get the viewport. */
osg::Viewport* getViewport() { return _viewport.get(); }
/** Set the clear mask used in glClear(..).
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
void setClearMask(GLbitfield mask) { _clearMask = mask; }
/** Get the clear mask.*/
GLbitfield getClearMask() const { return _clearMask; }
void setColorMask(osg::ColorMask* cm) { _colorMask = cm; }
osg::ColorMask* getColorMask() { return _colorMask.get(); }
const osg::ColorMask* getColorMask() const { return _colorMask.get(); }
/** Set the clear color used in glClearColor(..).
* glClearColor is only called if mask & GL_COLOR_BUFFER_BIT is true*/
void setClearColor(const osg::Vec4& color) { _clearColor=color; }
/** Get the clear color.*/
const osg::Vec4& getClearColor() const { return _clearColor; }
/** Set the clear accum used in glClearAccum(..).
* glClearAcumm is only called if mask & GL_ACCUM_BUFFER_BIT is true. */
void setClearAccum(const osg::Vec4& color) { _clearAccum=color; }
/** Get the clear accum.*/
const osg::Vec4& getClearAccum() const { return _clearAccum; }
/** Set the clear depth used in glClearDepth(..). Defaults to 1.0
* glClearDepth is only called if mask & GL_DEPTH_BUFFER_BIT is true. */
void setClearDepth(double depth) { _clearDepth=depth; }
/** Get the clear depth.*/
double getClearDepth() const { return _clearDepth; }
/** Set the clear stencil value used in glClearStencil(). Defaults to 0;
* glClearStencil is only called if mask & GL_STENCIL_BUFFER_BIT is true*/
void setClearStencil(int stencil) { _clearStencil=stencil; }
/** Get the clear color.*/
int getClearStencil() const { return _clearStencil; }
void setRenderStageLighting(RenderStageLighting* rsl) { _renderStageLighting = rsl; }
RenderStageLighting* getRenderStageLighting() const
{
if (!_renderStageLighting.valid()) _renderStageLighting = new RenderStageLighting;
return _renderStageLighting.get();
}
virtual void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr)
{
getRenderStageLighting()->addPositionedAttribute(matrix,attr);
}
virtual void addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr)
{
getRenderStageLighting()->addPositionedTextureAttribute(textureUnit, matrix,attr);
}
virtual void drawPreRenderStages(osg::State& state,RenderLeaf*& previous);
virtual void draw(osg::State& state,RenderLeaf*& previous);
virtual void drawPostRenderStages(osg::State& state,RenderLeaf*& previous);
virtual void drawImplementation(osg::State& state,RenderLeaf*& previous);
void addToDependencyList(RenderStage* rs) { addPreRenderStage(rs); }
void addPreRenderStage(RenderStage* rs);
void addPostRenderStage(RenderStage* rs);
/** Extract stats for current draw list. */
bool getStats(Statistics* primStats);
protected:
virtual ~RenderStage();
typedef std::vector< osg::ref_ptr<RenderStage> > RenderStageList;
bool _stageDrawnThisFrame;
RenderStageList _preRenderList;
RenderStageList _postRenderList;
// viewport x,y,width,height.
osg::ref_ptr<osg::Viewport> _viewport;
GLbitfield _clearMask;
osg::ref_ptr<osg::ColorMask> _colorMask;
osg::Vec4 _clearColor;
osg::Vec4 _clearAccum;
double _clearDepth;
int _clearStencil;
mutable osg::ref_ptr<RenderStageLighting> _renderStageLighting;
};
}
#endif