155 lines
5.3 KiB
Plaintext
155 lines
5.3 KiB
Plaintext
#ifndef OSGUTIL_RENDERSTAGE
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#define OSGUTIL_RENDERSTAGE 1
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#include <osg/Camera>
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#include <osgUtil/RenderBin>
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#include <osgUtil/RenderStageLighting>
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namespace osgUtil {
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/**
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* RenderState base class. Used for encapsulate a complete stage in
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* rendering - setting up of viewport, the projection and model
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* matrices and rendering the RenderBin's enclosed with this RenderStage.
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* RenderStage also has a dependancy list of other RenderStages, each
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* of which must be called before the rendering of this stage. These
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* 'pre' rendering stages are used for advanced rendering techniques
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* like multistage pixel shading or impostors.
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*/
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class OSGUTIL_EXPORT RenderStage : public RenderBin
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{
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public:
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RenderStage();
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virtual osg::Object* clone() const { return new RenderStage(); }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const RenderStage*>(obj)!=0L; }
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virtual const char* className() const { return "RenderStage"; }
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virtual void reset();
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/** Set the viewport of the scene view. */
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void setViewport(int x,int y,int width,int height)
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{
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_view[0] = x;
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_view[1] = y;
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_view[2] = width;
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_view[3] = height;
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}
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/** Get the viewport of the scene view. */
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void getViewport(int& x,int& y,int& width,int& height) const
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{
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x = _view[0];
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y = _view[1];
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width = _view[2];
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height = _view[3];
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}
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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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void setClearMask(const GLbitfield mask) { _clearMask = mask; }
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/** Get the clear mask.*/
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const GLbitfield getClearMask() const { return _clearMask; }
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/** Set the clear color used in glClearColor(..).
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* glClearColor is only called if mask & GL_COLOR_BUFFER_BIT is true*/
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void setClearColor(const osg::Vec4& color) { _clearColor=color; }
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/** Get the clear color.*/
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const osg::Vec4& getClearColor() const { return _clearColor; }
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/** Set the clear accum used in glClearAccum(..).
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* glClearAcumm is only called if mask & GL_ACCUM_BUFFER_BIT is true*/
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void setClearAccum(const osg::Vec4& color) { _clearAccum=color; }
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/** Get the clear accum.*/
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const osg::Vec4& getClearAccum() const { return _clearAccum; }
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/** Set the clear depth used in glClearDepth(..). Defaults to 1.0
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* glClearDepth is only called if mask & GL_DEPTH_BUFFER_BIT is true*/
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void setClearDepth(const double depth) { _clearDepth=depth; }
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/** Get the clear depth.*/
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const double getClearDepth() const { return _clearDepth; }
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/** Set the clear stencil value used in glClearStencil(). Defaults to 1.0
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* glClearStencil is only called if mask & GL_STENCIL_BUFFER_BIT is true*/
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void setClearStencil(const int stencil) { _clearStencil=stencil; }
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/** Get the clear color.*/
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const int getClearStencil() const { return _clearStencil; }
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void setCamera(osg::Camera* camera) { _camera = camera; }
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osg::Camera* getCamera() { return _camera.get(); }
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const osg::Camera* getCamera() const { return _camera.get(); }
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void setRenderStageLighting(RenderStageLighting* rsl) { _renderStageLighting = rsl; }
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RenderStageLighting* getRenderStageLighting() const
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{
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if (!_renderStageLighting.valid()) _renderStageLighting = new RenderStageLighting;
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return _renderStageLighting.get();
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}
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void setLightingMode(RenderStageLighting::Mode mode) { getRenderStageLighting()->setLightingMode(mode); }
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RenderStageLighting::Mode getLightingMode() const { return getRenderStageLighting()->getLightingMode(); }
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void setLight(osg::Light* light) { getRenderStageLighting()->setLight(light); }
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osg::Light* getLight() { return getRenderStageLighting()->getLight(); }
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const osg::Light* getLight() const { return getRenderStageLighting()->getLight(); }
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virtual void addLight(osg::Light* light,osg::Matrix* matrix)
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{
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getRenderStageLighting()->addLight(light,matrix);
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}
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virtual void draw(osg::State& state,RenderLeaf*& previous);
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void addToDependencyList(RenderStage* rs);
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/** extract stats for current draw list. */
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void getPrims(Statistics *primStats);
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public:
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typedef std::vector< osg::ref_ptr<RenderStage> > DependencyList;
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bool _stageDrawnThisFrame;
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DependencyList _dependencyList;
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osg::ref_ptr<osg::Camera> _camera;
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// viewport x,y,width,height.
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GLint _view[4];
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GLbitfield _clearMask;
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osg::Vec4 _clearColor;
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osg::Vec4 _clearAccum;
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double _clearDepth;
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int _clearStencil;
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mutable osg::ref_ptr<RenderStageLighting> _renderStageLighting;
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protected:
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virtual ~RenderStage();
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};
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};
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#endif
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