OpenSceneGraph/include/osg/CameraNode

355 lines
15 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 OSG_CAMERANODE
#define OSG_CAMERANODE 1
#include <osg/Transform>
#include <osg/Viewport>
#include <osg/ColorMask>
#include <osg/CullSettings>
#include <osg/Texture>
#include <osg/Image>
#include <osg/GraphicsContext>
namespace osg {
/** CameraNode - is a subclass of Transform which represents encapsulates the settings of a Camera.
*/
class OSG_EXPORT CameraNode : public Transform, public CullSettings
{
public :
CameraNode();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
CameraNode(const CameraNode&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Node(osg, CameraNode);
/** Sets the clear color. */
inline void setClearColor(const Vec4& color) { _clearColor = color; }
/** Returns the clear color. */
inline const Vec4& getClearColor() const { return _clearColor; }
/** Set the clear mask used in glClear(..).
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
/** Get the clear mask.*/
inline GLbitfield getClearMask() const { return _clearMask; }
/** Set the color mask of the camera to use specified osg::ColorMask. */
void setColorMask(osg::ColorMask* colorMask);
/** Set the color mask of the camera to specified values. */
void setColorMask(bool red, bool green, bool blue, bool alpha);
/** Get the const ColorMask. */
const ColorMask* getColorMask() const { return _colorMask.get(); }
/** Get the ColorMask. */
ColorMask* getColorMask() { return _colorMask.get(); }
/** Set the viewport of the camera to use specified osg::Viewport. */
void setViewport(osg::Viewport* viewport);
/** Set the viewport of the camera to specified dimensions. */
void setViewport(int x,int y,int width,int height);
/** Get the const viewport. */
const Viewport* getViewport() const { return _viewport.get(); }
/** Get the viewport. */
Viewport* getViewport() { return _viewport.get(); }
enum TransformOrder
{
PRE_MULTIPLE,
POST_MULTIPLE
};
void setTransformOrder(TransformOrder order) { _transformOrder = order; }
TransformOrder getTransformOrder() const { return _transformOrder; }
/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
inline void setProjectionMatrix(const osg::Matrixf& matrix) { _projectionMatrix.set(matrix); }
/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
inline void setProjectionMatrix(const osg::Matrixd& matrix) { _projectionMatrix.set(matrix); }
/** Set to an orthographic projection. See OpenGL glOrtho for documentation further details.*/
void setProjectionMatrixAsOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar);
/** Set to a 2D orthographic projection. See OpenGL glOrtho2D documentation for further details.*/
void setProjectionMatrixAsOrtho2D(double left, double right,
double bottom, double top);
/** Set to a perspective projection. See OpenGL glFrustum documentation for further details.*/
void setProjectionMatrixAsFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar);
/** Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.
* Aspect ratio is defined as width/height.*/
void setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
double zNear, double zFar);
/** Get the projection matrix.*/
osg::Matrixd& getProjectionMatrix() { return _projectionMatrix; }
/** Get the const projection matrix.*/
const osg::Matrixd& getProjectionMatrix() const { return _projectionMatrix; }
/** Get the othographic settings of the orthographic projection matrix.
* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
bool getProjectionMatrixAsOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar);
/** Get the frustum setting of a perspective projection matrix.
* Returns false if matrix is not a perspective matrix, where parameter values are undefined.*/
bool getProjectionMatrixAsFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar);
/** Get the frustum setting of a symmetric perspective projection matrix.
* Returns false if matrix is not a perspective matrix, where parameter values are undefined.
* Note, if matrix is not a symmetric perspective matrix then the shear will be lost.
* Asymmetric matrices occur when stereo, power walls, caves and reality center display are used.
* In these configurations one should use the 'getProjectionMatrixAsFrustum' method instead.*/
bool getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
double& zNear, double& zFar);
/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
inline void setViewMatrix(const osg::Matrixf& matrix) { _viewMatrix.set(matrix); dirtyBound();}
/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
inline void setViewMatrix(const osg::Matrixd& matrix) { _viewMatrix.set(matrix); dirtyBound();}
/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
/** Get the view matrix. */
osg::Matrixd& getViewMatrix() { return _viewMatrix; }
/** Get the const view matrix. */
const osg::Matrixd& getViewMatrix() const { return _viewMatrix; }
/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f);
/** Get the inverse view matrix.*/
Matrixd getInverseViewMatrix() const;
enum RenderOrder
{
PRE_RENDER,
NESTED_RENDER,
POST_RENDER
};
/** Set the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within.
* For rendering to a texture, one typically uses PRE_RENDER.
* For Head Up Displays, one would typically use POST_RENDER.*/
void setRenderOrder(RenderOrder order) { _renderOrder = order; }
/** Get the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within.*/
RenderOrder getRenderOrder() const { return _renderOrder; }
enum RenderTargetImplementation
{
FRAME_BUFFER_OBJECT,
PIXEL_BUFFER,
FRAME_BUFFER,
SEPERATE_WINDOW
};
void setRenderTargetImplementation(RenderTargetImplementation impl) { _renderTargetImplementation = impl; }
RenderTargetImplementation getRenderTargetImplementation() const { return _renderTargetImplementation; }
/** Set the draw buffer used at the start of each frame draw.
* Note, a buffer value of GL_NONE is used to sepecify that the rendering back-end should choose the most appropriate buffer.*/
void setDrawBuffer(GLenum buffer) { _drawBuffer = buffer; }
/** Get the draw buffer used at the start of each frame draw. */
GLenum getDrawBuffer() const { return _drawBuffer; }
/** Set the read buffer for any required copy operations to use.
* Note, a buffer value of GL_NONE is used to sepecify that the rendering back-end should choose the most appropriate buffer.*/
void setReadBuffer(GLenum buffer) { _readBuffer = buffer; }
/** Get the read buffer for any required copy operations to use. */
GLenum getReadBuffer() const { return _readBuffer; }
/** Set the render buffer for a given fragment output position to specified draw buffer. */
void setRenderBuffer(unsigned int pos, GLenum buffer) { _renderBufferList[pos] = buffer; }
/** Get the draw buffer for a given fragment output position. */
GLenum getRenderBuffer(unsigned int pos) const { return _renderBufferList[pos]; }
typedef std::vector<GLenum> RenderBufferList;
/** Get the list which draw buffer are active. */
RenderBufferList& getRenderBufferList() { return _renderBufferList; }
/** Get the const list which draw buffer are active. */
const RenderBufferList& getRenderBufferList() const { return _renderBufferList; }
enum BufferComponent
{
DEPTH_BUFFER,
STENCIL_BUFFER,
COLOR_BUFFER,
COLOR_BUFFER0 = COLOR_BUFFER,
COLOR_BUFFER1 = COLOR_BUFFER+1,
COLOR_BUFFER2 = COLOR_BUFFER+2,
COLOR_BUFFER3 = COLOR_BUFFER+3,
COLOR_BUFFER4 = COLOR_BUFFER+4,
COLOR_BUFFER5 = COLOR_BUFFER+5,
COLOR_BUFFER6 = COLOR_BUFFER+6,
COLOR_BUFFER7 = COLOR_BUFFER+7
};
void attach(BufferComponent buffer, GLenum internalFormat);
void attach(BufferComponent buffer, osg::Texture* texture, unsigned int level = 0, unsigned int face=0, bool mipMapGeneration=false);
void attach(BufferComponent buffer, osg::Image* image);
void detach(BufferComponent buffer);
struct Attachment
{
Attachment():
_internalFormat(GL_NONE),
_level(0),
_face(0),
_mipMapGeneration(false) {}
GLenum _internalFormat;
ref_ptr<Image> _image;
ref_ptr<Texture> _texture;
unsigned int _level;
unsigned int _face;
bool _mipMapGeneration;
};
typedef std::map< BufferComponent, Attachment> BufferAttachmentMap;
/** Get the BufferAttachmentMap, used to configure frame buffer objects, pbuffers and texture reads.*/
BufferAttachmentMap& getBufferAttachmentMap() { return _bufferAttachmentMap; }
/** Get the const BufferAttachmentMap, used to configure frame buffer objects, pbuffers and texture reads.*/
const BufferAttachmentMap& getBufferAttachmentMap() const { return _bufferAttachmentMap; }
/** Set the GraphicsContext that provides the mechansim for managing the OpenGL graphics context associated with this camera.*/
void setGraphicsContext(GraphicsContext* context) { _graphicsContext = context; }
/** Get the GraphicsContext.*/
GraphicsContext* getGraphicsContext() { return _graphicsContext.get(); }
/** Get the const GraphicsContext.*/
const GraphicsContext* getGraphicsContext() const { return _graphicsContext.get(); }
/** Set the Rendering object that is used to implement rendering of the subgraph.*/
void setRenderingCache(osg::Object* rc) { _renderingCache = rc; }
/** Get the Rendering object that is used to implement rendering of the subgraph.*/
osg::Object* getRenderingCache() { return _renderingCache.get(); }
/** Get the const Rendering object that is used to implement rendering of the subgraph.*/
const osg::Object* getRenderingCache() const { return _renderingCache.get(); }
/** Draw callback for custom operations.*/
struct DrawCallback : public Object
{
DrawCallback() {}
DrawCallback(const DrawCallback&,const CopyOp&) {}
META_Object(osg,DrawCallback)
virtual void operator () (const osg::CameraNode& camera) const {}
};
/** Set the post draw callback for custom operations to do done after the drawing of the camera's subgraph has been completed.*/
void setPostDrawCallback(DrawCallback* cb) { _postDrawCallback = cb; }
/** Get the post draw callback.*/
DrawCallback* getPostDrawCallback() { return _postDrawCallback.get(); }
/** Get the const post draw callback.*/
const DrawCallback* getPostDrawCallback() const { return _postDrawCallback.get(); }
public:
/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
protected :
virtual ~CameraNode();
Vec4 _clearColor;
GLbitfield _clearMask;
ref_ptr<ColorMask> _colorMask;
ref_ptr<Viewport> _viewport;
TransformOrder _transformOrder;
Matrixd _projectionMatrix;
Matrixd _viewMatrix;
RenderOrder _renderOrder;
GLenum _drawBuffer;
GLenum _readBuffer;
RenderBufferList _renderBufferList;
RenderTargetImplementation _renderTargetImplementation;
BufferAttachmentMap _bufferAttachmentMap;
ref_ptr<GraphicsContext> _graphicsContext;
ref_ptr<Object> _renderingCache;
ref_ptr<DrawCallback> _postDrawCallback;
};
}
#endif