OpenSceneGraph/examples/osgoit/DepthPeeling.cpp
2015-07-23 11:14:00 +00:00

574 lines
22 KiB
C++

#include "DepthPeeling.h"
#include <osg/Array>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/Depth>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Vec3>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/TextureRectangle>
#include <osg/TexGen>
#include <osg/TexEnv>
#include <osg/TexMat>
#include <osg/TexGenNode>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osg/Math>
#include <limits>
#include <iostream>
const char *DepthPeeling::PeelingShader =
{
"#version 120\n"
#ifdef USE_TEXTURE_RECTANGLE
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRectShadow depthtex;\n"
#else
"uniform sampler2DShadow depthtex;\n"
#endif
"uniform bool depthtest;\n" // depth test enable flag
"uniform float invWidth;\n" // 1.0/width (shadow texture size)
"uniform float invHeight;\n" // 1.0/height (shadow texture size)
"uniform float offsetX;\n" // viewport lower left corner (int)
"uniform float offsetY;\n" // viewport lower left corner (int)
"\n"
"bool depthpeeling()\n"
"{\n"
" if( depthtest ) {\n"
" vec3 r0 = vec3((gl_FragCoord.x-offsetX)*invWidth,\n"
" (gl_FragCoord.y-offsetY)*invHeight,\n"
" gl_FragCoord.z);\n"
#ifdef USE_TEXTURE_RECTANGLE
" return shadow2DRect(depthtex, r0).r < 0.5;\n"
#else
" return shadow2D(depthtex, r0).r < 0.5;\n"
#endif
" }\n"
" return false;\n"
"}\n"
};
class PreDrawFBOCallback : public osg::Camera::DrawCallback
{
public:
PreDrawFBOCallback( osg::FrameBufferObject* fbo, osg::FrameBufferObject* source_fbo, unsigned int width, unsigned int height, osg::Texture *dt, osg::Texture *ct ) :
_fbo(fbo), _source_fbo(source_fbo), _depthTexture(dt), _colorTexture(ct), _width(width), _height(height) {}
virtual void operator () (osg::RenderInfo& renderInfo) const
{
// switching only the frame buffer attachments is actually faster than switching the framebuffer
#ifdef USE_PACKED_DEPTH_STENCIL
#ifdef USE_TEXTURE_RECTANGLE
_fbo->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment((osg::TextureRectangle*)(_depthTexture.get())));
#else
_fbo->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment((osg::Texture2D*)(_depthTexture.get())));
#endif
#else
#ifdef USE_TEXTURE_RECTANGLE
_fbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment((osg::TextureRectangle*)(_depthTexture.get())));
#else
_fbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment((osg::Texture2D*)(_depthTexture.get())));
#endif
#endif
#ifdef USE_TEXTURE_RECTANGLE
_fbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment((osg::TextureRectangle*)(_colorTexture.get())));
#else
_fbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment((osg::Texture2D*)(_colorTexture.get())));
#endif
// check if we need to do some depth buffer copying from a source FBO into the current FBO
if (_source_fbo.get() != NULL)
{
osg::GLExtensions* ext = renderInfo.getState()->get<osg::GLExtensions>();
bool fbo_supported = ext && ext->isFrameBufferObjectSupported;
if (fbo_supported && ext->glBlitFramebuffer)
{
// blit the depth buffer from the solid geometry fbo into the current transparency fbo
(_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::DRAW_FRAMEBUFFER);
(_source_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::READ_FRAMEBUFFER);
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); // only needed to blit the color buffer
// glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // only needed to blit the color buffer
ext->glBlitFramebuffer(
0, 0, static_cast<GLint>(_width), static_cast<GLint>(_height),
0, 0, static_cast<GLint>(_width), static_cast<GLint>(_height),
#ifdef USE_PACKED_DEPTH_STENCIL
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
#else
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
#endif
(_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::READ_FRAMEBUFFER);
(_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::DRAW_FRAMEBUFFER);
}
}
// switch to this fbo, if it isn't already bound
(_fbo.get())->apply( *renderInfo.getState() );
}
protected:
osg::ref_ptr<osg::FrameBufferObject> _fbo;
osg::ref_ptr<osg::FrameBufferObject> _source_fbo;
osg::ref_ptr<osg::Texture> _depthTexture;
osg::ref_ptr<osg::Texture> _colorTexture;
unsigned int _width;
unsigned int _height;
};
class PostDrawFBOCallback : public osg::Camera::DrawCallback
{
public:
PostDrawFBOCallback(bool restore) : _restore(restore) {}
virtual void operator () (osg::RenderInfo& renderInfo) const
{
// only unbind the fbo if this is the last transparency pass
if (_restore)
{
renderInfo.getState()->get<osg::GLExtensions>()->glBindFramebuffer( GL_FRAMEBUFFER_EXT, 0 );
}
}
protected:
bool _restore;
};
DepthPeeling::CullCallback::CullCallback(unsigned int texUnit, unsigned int offsetValue) :
_texUnit(texUnit),
_offsetValue(offsetValue)
{
}
void DepthPeeling::CullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cullVisitor = static_cast<osgUtil::CullVisitor*>(nv);
osgUtil::RenderStage* renderStage = cullVisitor->getCurrentRenderStage();
const osg::Viewport* viewport = renderStage->getViewport();
osg::Matrixd m(*cullVisitor->getProjectionMatrix());
m.postMultTranslate(osg::Vec3d(1, 1, 1));
m.postMultScale(osg::Vec3d(0.5, 0.5, 0.5));
// scale the texture coordinates to the viewport
#ifdef USE_TEXTURE_RECTANGLE
m.postMultScale(osg::Vec3d(viewport->width(), viewport->height(), 1));
#else
#ifndef USE_NON_POWER_OF_TWO_TEXTURE
m.postMultScale(osg::Vec3d(viewport->width()/double(_texWidth), viewport->height()/double(_texHeight), 1));
#endif
#endif
if (_texUnit != 0 && _offsetValue)
{
// Kind of polygon offset: note this way, we can also offset lines and points.
// Whereas with the polygon offset we could only handle surface primitives.
m.postMultTranslate(osg::Vec3d(0, 0, -ldexp(double(_offsetValue), -24)));
}
osg::TexMat* texMat = new osg::TexMat(m);
osg::StateSet* stateSet = new osg::StateSet;
stateSet->setTextureAttribute(_texUnit, texMat);
if (_texUnit != 0)
{
//
// GLSL pipeline support
//
#ifdef USE_TEXTURE_RECTANGLE
// osg::Uniform::SAMPLER_2D_RECT_SHADOW not yet available in OSG 3.0.1
// osg::Uniform* depthUniform = new osg::Uniform(osg::Uniform::SAMPLER_2D_RECT_SHADOW, "depthtex");
// depthUniform->set((int)_texUnit);
osg::Uniform* depthUniform = new osg::Uniform("depthtex", (int)_texUnit);
osg::Uniform *invWidthUniform = new osg::Uniform("invWidth", (float)1.0f);
osg::Uniform *invHeightUniform = new osg::Uniform("invHeight", (float)1.0f);
#else
osg::Uniform* depthUniform = new osg::Uniform(osg::Uniform::SAMPLER_2D_SHADOW, "depthtex");
depthUniform->set((int)_texUnit);
osg::Uniform *invWidthUniform = new osg::Uniform("invWidth", (float)1.0f / _texWidth);
osg::Uniform *invHeightUniform = new osg::Uniform("invHeight", (float)1.0f / _texHeight);
#endif
osg::Uniform *offsetXUniform = new osg::Uniform("offsetX", (float)viewport->x());
osg::Uniform *offsetYUniform = new osg::Uniform("offsetY", (float)viewport->y());
// uniforms required for any any GLSL implementation in the rendered geometry
stateSet->addUniform(depthUniform);
stateSet->addUniform(invWidthUniform);
stateSet->addUniform(invHeightUniform);
stateSet->addUniform(offsetXUniform);
stateSet->addUniform(offsetYUniform);
}
cullVisitor->pushStateSet(stateSet);
traverse(node, nv);
cullVisitor->popStateSet();
}
osg::Node* DepthPeeling::createQuad(unsigned int layerNumber, unsigned int numTiles)
{
float tileSpan = 1;
float tileOffsetX = 0;
float tileOffsetY = 0;
if (_showAllLayers) {
tileSpan /= numTiles;
tileOffsetX = tileSpan * (layerNumber%numTiles);
tileOffsetY = 1 - tileSpan * (1 + layerNumber/numTiles);
}
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3f(tileOffsetX , tileOffsetY , 0));
vertices->push_back(osg::Vec3f(tileOffsetX , tileOffsetY + tileSpan, 0));
vertices->push_back(osg::Vec3f(tileOffsetX + tileSpan, tileOffsetY + tileSpan, 0));
vertices->push_back(osg::Vec3f(tileOffsetX + tileSpan, tileOffsetY , 0));
osg::Vec3Array* colors = new osg::Vec3Array;
colors->push_back(osg::Vec3(1, 1, 1));
osg::Vec2Array* texcoords = new osg::Vec2Array;
texcoords->push_back(osg::Vec2f(0, 0));
texcoords->push_back(osg::Vec2f(0, 1));
texcoords->push_back(osg::Vec2f(1, 1));
texcoords->push_back(osg::Vec2f(1, 0));
osg::Geometry* geometry = new osg::Geometry;
geometry->setVertexArray(vertices);
geometry->setTexCoordArray(0, texcoords);
geometry->setColorArray(colors, osg::Array::BIND_OVERALL);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
return geode;
}
#include <osg/State>
void DepthPeeling::createPeeling()
{
int numTiles = ceil(sqrt(double(_numPasses)));
// cleanup any previous scene data
_root->removeChildren(0, _root->getNumChildren());
// create depth textures
_depthTextures.clear();
_depthTextures.resize(3);
for (unsigned int i = 0; i < 3; ++i) {
#ifdef USE_TEXTURE_RECTANGLE
_depthTextures[i] = new osg::TextureRectangle;
#else
_depthTextures[i] = new osg::Texture2D;
#endif
_depthTextures[i]->setTextureSize(_texWidth, _texHeight);
_depthTextures[i]->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
_depthTextures[i]->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
_depthTextures[i]->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER);
_depthTextures[i]->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER);
#ifdef USE_PACKED_DEPTH_STENCIL
_depthTextures[i]->setInternalFormat(GL_DEPTH24_STENCIL8_EXT);
_depthTextures[i]->setSourceFormat(GL_DEPTH_STENCIL_EXT);
_depthTextures[i]->setSourceType(GL_UNSIGNED_INT_24_8_EXT);
#else
_depthTextures[i]->setInternalFormat(GL_DEPTH_COMPONENT);
#endif
_depthTextures[i]->setShadowComparison(true);
_depthTextures[i]->setShadowAmbient(0.0); // The r value if the test fails
_depthTextures[i]->setShadowCompareFunc(osg::Texture::GREATER);
_depthTextures[i]->setShadowTextureMode(osg::Texture::INTENSITY);
}
// create the cameras for the individual depth peel layers
_colorTextures.clear();
_colorTextures.resize(_numPasses);
for (unsigned int i = 0; i < _numPasses; ++i) {
// create textures for the color buffers
#ifdef USE_TEXTURE_RECTANGLE
osg::ref_ptr<osg::TextureRectangle> colorTexture = new osg::TextureRectangle;
#else
osg::ref_ptr<osg::Texture2D> colorTexture = new osg::Texture2D;
#endif
colorTexture->setTextureSize(_texWidth, _texHeight);
colorTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
colorTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
colorTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER);
colorTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER);
colorTexture->setInternalFormat(GL_RGBA);
_colorTextures[i] = colorTexture;
}
// create some uniform and cull callback objects
osg::Uniform *depthOff = new osg::Uniform("depthtest", (bool)false);
osg::Uniform *depthOn = new osg::Uniform("depthtest", (bool)true);
CullCallback *ccb = new CullCallback(_texUnit, _offsetValue);
// create a node for solid model rendering
osg::Group *pre_solidNode = new osg::Group;
pre_solidNode->addChild(_solidscene.get());
// create a node for non depth peeled transparent rendering (topmost layer)
osg::Group *transparentNodeNoPeel = new osg::Group;
transparentNodeNoPeel->addChild(_transparentscene.get());
transparentNodeNoPeel->getOrCreateStateSet()->addUniform(depthOff);
transparentNodeNoPeel->getOrCreateStateSet()->setRenderBinDetails(99, "RenderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
// create a node for depth peeled transparent rendering (any layers below).
osg::TexGenNode* transparentNodePeel = new osg::TexGenNode;
transparentNodePeel->setReferenceFrame(osg::TexGenNode::ABSOLUTE_RF);
transparentNodePeel->setTextureUnit(_texUnit);
transparentNodePeel->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
transparentNodePeel->addChild(_transparentscene.get());
transparentNodePeel->getOrCreateStateSet()->addUniform(depthOn);
transparentNodePeel->getOrCreateStateSet()->setRenderBinDetails(99, "RenderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
// only render fragments that are not completely transparent
transparentNodePeel->getOrCreateStateSet()->setAttributeAndModes(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01),
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
// generate texcoords for the depth texture, supporting the fixed function pipeline
transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON);
transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON);
// use two FBOs, one for solid geometry - the other one for the transparency passes
// depth and color attachments will be switched as needed.
osg::ref_ptr<osg::FrameBufferObject> fbos[2] = {new osg::FrameBufferObject(), new osg::FrameBufferObject()};
// create the cameras for the individual depth peel layers
for (unsigned int i = 0; i < _numPasses; ++i) {
// get the pointers to the required fbo, color and depth textures for each camera instance
// we perform ping ponging between two depth textures
osg::FrameBufferObject *fbo0 = (i >= 1) ? fbos[0].get() : NULL;
osg::FrameBufferObject *fbo = (i >= 1) ? fbos[1].get() : fbos[0].get();
osg::Texture *colorTexture = _colorTextures[i].get();
osg::Texture *depthTexture = (i >= 1) ? _depthTextures[1+(i-1)%2].get() : _depthTextures[i].get();
osg::Texture *prevDepthTexture = (i >= 2) ? _depthTextures[1+(i-2)%2].get() : NULL;
// all our peeling layer cameras are post render
osg::Camera* camera = new osg::Camera;
camera->setDataVariance(osg::Object::DYNAMIC);
camera->setInheritanceMask(osg::Camera::ALL_VARIABLES);
camera->setRenderOrder(osg::Camera::POST_RENDER, i);
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
camera->setClearColor(osg::Vec4f(0, 0, 0, 0));
camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
camera->setPreDrawCallback(new PreDrawFBOCallback(fbo, fbo0, _texWidth, _texHeight, depthTexture, colorTexture));
camera->setPostDrawCallback(new PostDrawFBOCallback(i == _numPasses - 1));
camera->setDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
camera->setReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
camera->setAllowEventFocus(false);
// the peeled layers are rendered with blending forced off
// and the depth buffer is directly taken from camera 0 via framebuffer blit
if (i > 0) {
camera->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
camera->setClearMask(GL_COLOR_BUFFER_BIT);
} else {
// camera 0 has to clear both the depth and color buffers
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
}
// add the correct geometry for each pass.
// the peeling passes also need read access to prevDepthTexture and a cull callback
if (0 == i) { // solid geometry
camera->addChild(pre_solidNode);
} else if (1 == i) { // topmost layer peeling pass
camera->addChild(transparentNodeNoPeel);
} else { // behind layers peeling passes
camera->addChild(transparentNodePeel);
// set depth (shadow) texture for depth peeling and add a cull callback
camera->getOrCreateStateSet()->setTextureAttributeAndModes(_texUnit, prevDepthTexture);
camera->addCullCallback(ccb);
}
_root->addChild(camera);
}
// create the composite camera that blends the peeled layers into the final scene
_compositeCamera = new osg::Camera;
_compositeCamera->setDataVariance(osg::Object::DYNAMIC);
_compositeCamera->setInheritanceMask(osg::Camera::READ_BUFFER | osg::Camera::DRAW_BUFFER);
_compositeCamera->setRenderOrder(osg::Camera::POST_RENDER, _numPasses);
_compositeCamera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
_compositeCamera->setClearMask(0);
_compositeCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
_compositeCamera->setViewMatrix(osg::Matrix());
_compositeCamera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1, 0, 1));
_compositeCamera->setCullCallback(new CullCallback(0, 0));
osg::StateSet* stateSet = _compositeCamera->getOrCreateStateSet();
stateSet->setRenderBinDetails(100, "TraversalOrderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
_root->addChild(_compositeCamera.get());
// solid geometry is blended first, transparency layers are blended in back to front order.
// this order is achieved by rendering using a TraversalOrderBin (see camera stateset).
for (unsigned int i = _numPasses; i > 0; --i) {
osg::Node* geode = createQuad(i%_numPasses, numTiles);
osg::StateSet *stateSet = geode->getOrCreateStateSet();
stateSet->setTextureAttributeAndModes(0, _colorTextures[i%_numPasses].get(), osg::StateAttribute::ON);
stateSet->setAttribute(new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute::ON);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::Depth* depth = new osg::Depth;
depth->setWriteMask( false );
stateSet->setAttributeAndModes( depth, osg::StateAttribute::ON );
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
_compositeCamera->addChild(geode);
}
}
DepthPeeling::DepthPeeling(unsigned int width, unsigned int height) :
_numPasses(9),
_texUnit(2),
_texWidth(width),
_texHeight(height),
_showAllLayers(false),
_offsetValue(8),
_root(new osg::Group),
_solidscene(new osg::Group),
_transparentscene(new osg::Group)
{
createPeeling();
}
void DepthPeeling::setSolidScene(osg::Node* scene)
{
_solidscene->removeChildren(0, _solidscene->getNumChildren());
_solidscene->addChild(scene);
}
void DepthPeeling::setTransparentScene(osg::Node* scene)
{
_transparentscene->removeChildren(0, _transparentscene->getNumChildren());
_transparentscene->addChild(scene);
}
osg::Node* DepthPeeling::getRoot()
{
return _root.get();
}
void DepthPeeling::resize(int width, int height)
{
#ifdef USE_TEXTURE_RECTANGLE
for (unsigned int i = 0; i < 3; ++i)
_depthTextures[i]->setTextureSize(width, height);
for (unsigned int i = 0; i < _colorTextures.size(); ++i)
_colorTextures[i]->setTextureSize(width, height);
_texWidth = width;
_texHeight = height;
#else
#ifndef USE_NON_POWER_OF_TWO_TEXTURE
width = nextPowerOfTwo(width);
height = nextPowerOfTwo(height);
#endif
_depthTextures[0]->setTextureSize(width, height);
_depthTextures[1]->setTextureSize(width, height);
for (unsigned int i = 0; i < _colorTextures.size(); ++i)
_colorTextures[i]->setTextureSize(width, height);
_texWidth = width;
_texHeight = height;
#endif
createPeeling();
}
void DepthPeeling::setNumPasses(unsigned int numPasses)
{
if (numPasses == _numPasses)
return;
if (numPasses == unsigned(-1))
return;
_numPasses = numPasses;
createPeeling();
}
unsigned int DepthPeeling::getNumPasses() const
{
return _numPasses;
}
void DepthPeeling::setTexUnit(unsigned int texUnit)
{
if (texUnit == _texUnit)
return;
_texUnit = texUnit;
createPeeling();
}
void DepthPeeling::setShowAllLayers(bool showAllLayers)
{
if (showAllLayers == _showAllLayers)
return;
_showAllLayers = showAllLayers;
createPeeling();
}
bool DepthPeeling::getShowAllLayers() const
{
return _showAllLayers;
}
void DepthPeeling::setOffsetValue(unsigned int offsetValue)
{
if (offsetValue == _offsetValue)
return;
_offsetValue = offsetValue;
createPeeling();
}
unsigned int DepthPeeling::getOffsetValue() const
{
return _offsetValue;
}
DepthPeeling::EventHandler::EventHandler(DepthPeeling* depthPeeling) :
_depthPeeling(depthPeeling)
{ }
/** Handle events, return true if handled, false otherwise. */
bool DepthPeeling::EventHandler::handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*)
{
if (ea.getEventType() == osgGA::GUIEventAdapter::RESIZE) {
_depthPeeling->resize(ea.getWindowWidth(), ea.getWindowHeight());
return true;
}
if (ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN) {
switch (ea.getKey()) {
case 'm':
_depthPeeling->setNumPasses(_depthPeeling->getNumPasses() + 1);
return true;
case 'n':
_depthPeeling->setNumPasses(_depthPeeling->getNumPasses() - 1);
return true;
case 'p':
_depthPeeling->setOffsetValue(_depthPeeling->getOffsetValue() + 1);
return true;
case 'o':
_depthPeeling->setOffsetValue(_depthPeeling->getOffsetValue() - 1);
return true;
case 'l':
_depthPeeling->setShowAllLayers(!_depthPeeling->getShowAllLayers());
return true;
default:
return false;
};
}
return false;
}