20e3785bf8
VisualStudio files for flt loader, and header files or Image and Texture for new osg::Texture::CLAMP_TO_EDGE and osg::Image::dirty.
273 lines
11 KiB
Plaintext
273 lines
11 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSGUTIL_SCENEVIEW
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#define OSGUTIL_SCENEVIEW 1
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#include <osg/Node>
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#include <osg/StateSet>
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#include <osg/Light>
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#include <osg/Camera>
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#include <osg/FrameStamp>
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#include <osgUtil/CullVisitor>
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namespace osgUtil {
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/**
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* SceneView is literally a view of a scene, encapsulating the
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* camera, global state, lights and the scene itself. Provides
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* methods for setting up the view and rendering it.
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*/
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class OSGUTIL_EXPORT SceneView : public osg::Referenced
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{
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public:
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/** Construct a default scene view.*/
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SceneView();
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/** Set scene view to use default global state, light, camera
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* and render visitor.
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*/
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void setDefaults();
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/** Set the data which to view. The data will typically be
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* an osg::Scene but can be any osg::Node type.
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*/
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void setSceneData(osg::Node* node) { _sceneData = node; _need_compile = true;}
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/** Get the scene data which to view. The data will typically be
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* an osg::Scene but can be any osg::Node type.
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*/
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osg::Node* getSceneData() { return _sceneData.get(); }
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/** Get the const scene data which to view. The data will typically be
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* an osg::Scene but can be any osg::Node type.
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*/
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const osg::Node* getSceneData() const { return _sceneData.get(); }
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/** Set the viewport of the scene view to use specfied osg::Viewport. */
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void setViewport(osg::Viewport* viewport)
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{
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if (viewport) _viewport = viewport;
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else
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{
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// ensure that _viewport is always valid.
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_viewport = new osg::Viewport;
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}
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}
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/** Set the viewport of the scene view to specified dimensions. */
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void setViewport(int x,int y,int width,int height)
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{
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_viewport->setViewport(x,y,width,height);
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}
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/** Get the const viewport. */
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const osg::Viewport* getViewport() const { return _viewport.get(); }
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/** Get the viewport. */
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osg::Viewport* getViewport() { return _viewport.get(); }
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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)
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{
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_viewport->getViewport(x,y,width,height);
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}
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/** Set the background color used in glClearColor().
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Defaults to an off blue color.*/
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void setBackgroundColor(const osg::Vec4& color) { _backgroundColor=color; }
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/** Get the background color.*/
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const osg::Vec4& getBackgroundColor() const { return _backgroundColor; }
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void setGlobalStateSet(osg::StateSet* state) { _globalState = state; }
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osg::StateSet* getGlobalStateSet() { return _globalState.get(); }
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const osg::StateSet* getGlobalStateSet() const { return _globalState.get(); }
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enum LightingMode {
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HEADLIGHT, // default
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SKY_LIGHT,
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NO_SCENEVIEW_LIGHT
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};
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void setLightingMode(LightingMode mode) { _lightingMode=mode; }
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LightingMode getLightingMode() const { return _lightingMode; }
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void setLight(osg::Light* light) { _light = light; }
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osg::Light* getLight() { return _light.get(); }
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const osg::Light* getLight() const { return _light.get(); }
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void setState(osg::State* state) { _state = state; }
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osg::State* getState() { return _state.get(); }
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const osg::State* getState() const { return _state.get(); }
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enum StereoMode
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{
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MONO,
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QUAD_BUFFER_STEREO,
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ANAGLYPHIC_STEREO,
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HORIZONTAL_SPLIT_STEREO,
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VERTICAL_SPLIT_STEREO
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};
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void setStereoMode(const StereoMode mode) { _stereoMode = mode; }
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const StereoMode getStereoMode() const { return _stereoMode; }
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void setLeftEyeOffset(const osg::Vec3& pos) { _leftEye = pos; }
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void setRightEyeOffset(const osg::Vec3& pos) { _rightEye = pos; }
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void setFocalLength(float length) { _focalLength = length; }
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void setScreenDistance(float distance) { _screenDistance = distance; }
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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 setInitVisitor(osg::NodeVisitor* av) { _initVisitor = av; }
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osg::NodeVisitor* getInitVisitor() { return _initVisitor.get(); }
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const osg::NodeVisitor* getInitVisitor() const { return _initVisitor.get(); }
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void setAppVisitor(osg::NodeVisitor* av) { _appVisitor = av; }
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osg::NodeVisitor* getAppVisitor() { return _appVisitor.get(); }
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const osg::NodeVisitor* getAppVisitor() const { return _appVisitor.get(); }
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void setCullVisitor(osgUtil::CullVisitor* cv) { _cullVisitor = cv; }
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osgUtil::CullVisitor* getCullVisitor() { return _cullVisitor.get(); }
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const osgUtil::CullVisitor* getCullVisitor() const { return _cullVisitor.get(); }
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void setRenderGraph(osgUtil::RenderGraph* rg) { _rendergraph = rg; }
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osgUtil::RenderGraph* getRenderGraph() { return _rendergraph.get(); }
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const osgUtil::RenderGraph* getRenderGraph() const { return _rendergraph.get(); }
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void setRenderStage(osgUtil::RenderStage* rs) { _renderStage = rs; }
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osgUtil::RenderStage* getRenderStage() { return _renderStage.get(); }
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const osgUtil::RenderStage* getRenderStage() const { return _renderStage.get(); }
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void setLODBias(float bias) { _lodBias = bias; }
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float getLODBias() const { return _lodBias; }
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/** Set to true if you want SceneView to automatically calculate values
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for the near/far clipping planes, each frame, set false to use camera's
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internal near and far planes. Default value is true.
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*/
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void setCalcNearFar(bool calc) { _calc_nearfar = calc; }
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/** return true if SceneView automatically calculates near and
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far clipping planes for each frame.
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*/
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bool getCalcNearFar() const { return _calc_nearfar; }
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/** set whether the draw method should call renderer->prioritizeTexture.*/
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void setPrioritizeTextures(bool pt) { _prioritizeTextures = pt; }
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/** get whether the draw method should call renderer->prioritizeTexture.*/
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bool getPrioritizeTextures() const { return _prioritizeTextures; }
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/** Calculate, via glUnProject, the object coordinates of a window point.
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Note, current implementation requires that SceneView::draw() has been previously called
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for projectWindowIntoObject to produce valid values. Consistent with OpenGL
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windows coordinates are calculated relative to the bottom left of the window.
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Returns true on successful projection.
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*/
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bool projectWindowIntoObject(const osg::Vec3& window,osg::Vec3& object) const;
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/** Calculate, via glUnProject, the object coordinates of a window x,y
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when projected onto the near and far planes.
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Note, current implementation requires that SceneView::draw() has been previously called
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for projectWindowIntoObject to produce valid values. Consistent with OpenGL
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windows coordinates are calculated relative to the bottom left of the window.
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Returns true on successful projection.
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*/
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bool projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
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/** Calculate, via glProject, the object coordinates of a window.
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Note, current implementation requires that SceneView::draw() has been previously called
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for projectWindowIntoObject to produce valid values. Consistent with OpenGL
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windows coordinates are calculated relative to the bottom left of the window,
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whereas as window API's normally have the top left as the origin,
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so you may need to pass in (mouseX,window_height-mouseY,...).
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Returns true on successful projection.
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*/
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bool projectObjectIntoWindow(const osg::Vec3& object,osg::Vec3& window) const;
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/** Set the frame stamp for the current frame.*/
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inline void setFrameStamp(osg::FrameStamp* fs) { _frameStamp = fs; }
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/** Set the frame stamp for the current frame.*/
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inline const osg::FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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/** Do init traversal of attached scene graph using Init NodeVisitor.
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* The init traversal is called once for each SceneView, and should
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* be used to compile display list, texture objects intialize data
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* not otherwise intializaed during scene graph loading. Note, is
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* called automatically by app&cull if it hasn't already been called
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* elsewhere. Also init() should only ever be called within a valid
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* graphics context.*/
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virtual void init();
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/** Do app traversal of attached scene graph using App NodeVisitor.*/
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virtual void app();
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/** Do cull traversal of attached scene graph using Cull NodeVisitor.*/
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virtual void cull();
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/** Do draw traversal of draw bins generated by cull traversal.*/
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virtual void draw();
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protected:
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virtual ~SceneView();
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osg::ref_ptr<osg::Node> _sceneData;
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osg::ref_ptr<osg::StateSet> _globalState;
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osg::ref_ptr<osg::Light> _light;
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osg::ref_ptr<osg::Camera> _camera;
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osg::ref_ptr<osg::State> _state;
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StereoMode _stereoMode;
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osg::Vec3 _leftEye;
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osg::Vec3 _rightEye;
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float _focalLength;
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float _screenDistance;
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bool _initCalled;
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osg::ref_ptr<osg::NodeVisitor> _initVisitor;
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osg::ref_ptr<osg::NodeVisitor> _appVisitor;
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osg::ref_ptr<osgUtil::CullVisitor> _cullVisitor;
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osg::ref_ptr<osgUtil::RenderGraph> _rendergraph;
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osg::ref_ptr<osgUtil::RenderStage> _renderStage;
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osg::ref_ptr<osg::FrameStamp> _frameStamp;
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bool _need_compile;
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bool _calc_nearfar;
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osg::Vec4 _backgroundColor;
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double _near_plane;
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double _far_plane;
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float _lodBias;
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osg::ref_ptr<osg::Viewport> _viewport;
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LightingMode _lightingMode;
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bool _prioritizeTextures;
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};
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};
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#endif
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