527 lines
26 KiB
C++
527 lines
26 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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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/FrameStamp>
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#include <osg/DisplaySettings>
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#include <osg/CollectOccludersVisitor>
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#include <osg/CullSettings>
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#include <osg/CameraNode>
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#include <osgUtil/CullVisitor>
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namespace osgUtil {
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/**
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* SceneView is literaly a view of a scene, encapsulating the 'camera'
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* (not to be confused with Producer::Camera) (modelview+projection matrices),
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* 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, public osg::CullSettings
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{
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public:
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/** Construct a default scene view.*/
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SceneView(osg::DisplaySettings* ds=NULL);
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enum Options
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{
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NO_SCENEVIEW_LIGHT = 0x0,
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HEADLIGHT = 0x1,
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SKY_LIGHT = 0x2,
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COMPILE_GLOBJECTS_AT_INIT = 0x4,
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STANDARD_SETTINGS = HEADLIGHT |
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COMPILE_GLOBJECTS_AT_INIT
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};
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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(unsigned int options = STANDARD_SETTINGS);
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/** Set the camera used to represent the camera view of this SceneView.*/
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void setCamera(osg::CameraNode* camera);
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/** Get the camera used to represent the camera view of this SceneView.*/
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osg::CameraNode* getCamera() { return _camera.get(); }
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/** Get the const camera used to represent the camera view of this SceneView.*/
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const osg::CameraNode* getCamera() const { return _camera.get(); }
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/** Set the data 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);
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/** Get the scene data 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(unsigned int childNo=0) { return (_camera->getNumChildren()>childNo) ? _camera->getChild(childNo) : 0; }
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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(unsigned int childNo=0) const { return (_camera->getNumChildren()>childNo) ? _camera->getChild(childNo) : 0; }
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/** Get the number of scene data subgraphs added to the SceneView's camera.*/
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unsigned int getNumSceneData() const { return _camera->getNumChildren(); }
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/** Set the viewport of the scene view to use specified osg::Viewport. */
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void setViewport(osg::Viewport* viewport) { _camera->setViewport(viewport); }
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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) { _camera->setViewport(x,y,width,height); }
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/** Get the viewport. */
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osg::Viewport* getViewport() { return (_camera->getViewport()!=0) ? _camera->getViewport() : 0; }
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/** Get the const viewport. */
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const osg::Viewport* getViewport() const { return (_camera->getViewport()!=0) ? _camera->getViewport() : 0; }
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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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if (_camera->getViewport()!=0)
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_camera->getViewport()->getViewport(x,y,width,height);
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else
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x = y = width = height = 0;
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}
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/** Set the DisplaySettings. */
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inline void setDisplaySettings(osg::DisplaySettings* vs) { _displaySettings = vs; }
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/** Get the const DisplaySettings */
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inline const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
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/** Get the DisplaySettings */
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inline osg::DisplaySettings* getDisplaySettings() { return _displaySettings.get(); }
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/** Set the color used in glClearColor().
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Defaults to an off blue color.*/
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void setClearColor(const osg::Vec4& color) { _camera->setClearColor(color); }
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/** Get the color used in glClearColor.*/
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const osg::Vec4& getClearColor() const { return _camera->getClearColor(); }
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/** Manually set the redraw interlaced stereo stencil mask request flag to control whether to redraw the stencil buffer on the next frame.*/
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void setRedrawInterlacedStereoStencilMask(bool flag) { _redrawInterlacedStereoStencilMask = flag; }
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/** Get the redraw interlaced stereo stencil mask request flag.*/
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bool getRedrawInterlacedStereoStencilMask() const { return _redrawInterlacedStereoStencilMask; }
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void setGlobalStateSet(osg::StateSet* state) { _globalStateSet = state; }
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osg::StateSet* getGlobalStateSet() { return _globalStateSet.get(); }
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const osg::StateSet* getGlobalStateSet() const { return _globalStateSet.get(); }
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void setLocalStateSet(osg::StateSet* state) { _localStateSet = state; }
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osg::StateSet* getLocalStateSet() { return _localStateSet.get(); }
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const osg::StateSet* getLocalStateSet() const { return _localStateSet.get(); }
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enum ActiveUniforms
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{
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FRAME_NUMBER_UNIFORM = 0x1,
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FRAME_TIME_UNIFORM = 0x2,
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DELTA_FRAME_TIME_UNIFORM = 0x4,
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VIEW_MATRIX_UNIFORM = 0x8,
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VIEW_MATRIX_INVERSE_UNIFORM = 0x10,
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DEFAULT_UNIFORMS = FRAME_NUMBER_UNIFORM |
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FRAME_TIME_UNIFORM |
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DELTA_FRAME_TIME_UNIFORM |
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VIEW_MATRIX_UNIFORM |
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VIEW_MATRIX_INVERSE_UNIFORM,
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ALL_UNIFORMS = 0xFFFFFFFF
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};
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/** Set the uniforms that SceneView should set set up on each frame.*/
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void setActiveUniforms(int activeUniforms) { _activeUniforms = activeUniforms; }
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/** Get the uniforms that SceneView should set set up on each frame.*/
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int getActiveUniforms() const { return _activeUniforms; }
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void updateUniforms();
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typedef Options LightingMode;
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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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/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
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inline void setProjectionMatrix(const osg::Matrixf& matrix) { _camera->setProjectionMatrix(matrix); }
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/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
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inline void setProjectionMatrix(const osg::Matrixd& matrix) { _camera->setProjectionMatrix(matrix); }
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/** Set to an orthographic projection. See OpenGL glOrtho for documentation further details.*/
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void setProjectionMatrixAsOrtho(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Set to a 2D orthographic projection. See OpenGL glOrtho2D documentation for further details.*/
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void setProjectionMatrixAsOrtho2D(double left, double right,
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double bottom, double top);
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/** Set to a perspective projection. See OpenGL glFrustum documentation for further details.*/
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void setProjectionMatrixAsFrustum(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.
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* Aspect ratio is defined as width/height.*/
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void setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Get the projection matrix.*/
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osg::Matrixd& getProjectionMatrix() { return _camera->getProjectionMatrix(); }
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/** Get the const projection matrix.*/
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const osg::Matrixd& getProjectionMatrix() const { return _camera->getProjectionMatrix(); }
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/** Get the orthographic settings of the orthographic projection matrix.
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* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
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bool getProjectionMatrixAsOrtho(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar) const;
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/** Get the frustum setting of a perspective projection matrix.
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* Returns false if matrix is not a perspective matrix, where parameter values are undefined.*/
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bool getProjectionMatrixAsFrustum(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar) const;
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/** Get the frustum setting of a symmetric perspective projection matrix.
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* Returns false if matrix is not a perspective matrix, where parameter values are undefined.
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* Note, if matrix is not a symmetric perspective matrix then the shear will be lost.
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* Asymmetric matrices occur when stereo, power walls, caves and reality center display are used.
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* In these configurations one should use the 'getProjectionMatrixAsFrustum' method instead.*/
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bool getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar) const;
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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inline void setViewMatrix(const osg::Matrixf& matrix) { _camera->setViewMatrix(matrix); }
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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inline void setViewMatrix(const osg::Matrixd& matrix) { _camera->setViewMatrix(matrix); }
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/** Set to the position and orientation of view matrix, using the same convention as gluLookAt. */
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void setViewMatrixAsLookAt(const osg::Vec3& eye,const osg::Vec3& center,const osg::Vec3& up);
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/** Get the view matrix. */
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osg::Matrixd& getViewMatrix() { return _camera->getViewMatrix(); }
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/** Get the const view matrix. */
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const osg::Matrixd& getViewMatrix() const { return _camera->getViewMatrix(); }
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f) const;
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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 setUpdateVisitor(osg::NodeVisitor* av) { _updateVisitor = av; }
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osg::NodeVisitor* getUpdateVisitor() { return _updateVisitor.get(); }
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const osg::NodeVisitor* getUpdateVisitor() const { return _updateVisitor.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 setCullVisitorLeft(osgUtil::CullVisitor* cv) { _cullVisitorLeft = cv; }
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osgUtil::CullVisitor* getCullVisitorLeft() { return _cullVisitorLeft.get(); }
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const osgUtil::CullVisitor* getCullVisitorLeft() const { return _cullVisitorLeft.get(); }
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void setCullVisitorRight(osgUtil::CullVisitor* cv) { _cullVisitorRight = cv; }
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osgUtil::CullVisitor* getCullVisitorRight() { return _cullVisitorRight.get(); }
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const osgUtil::CullVisitor* getCullVisitorRight() const { return _cullVisitorRight.get(); }
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void setCollectOccludersVisitor(osg::CollectOccludersVisitor* cov) { _collectOccludersVisistor = cov; }
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osg::CollectOccludersVisitor* getCollectOccludersVisitor() { return _collectOccludersVisistor.get(); }
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const osg::CollectOccludersVisitor* getCollectOccludersVisitor() const { return _collectOccludersVisistor.get(); }
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void setStateGraph(osgUtil::StateGraph* rg) { _rendergraph = rg; }
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osgUtil::StateGraph* getStateGraph() { return _rendergraph.get(); }
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const osgUtil::StateGraph* getStateGraph() const { return _rendergraph.get(); }
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void setStateGraphLeft(osgUtil::StateGraph* rg) { _rendergraphLeft = rg; }
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osgUtil::StateGraph* getStateGraphLeft() { return _rendergraphLeft.get(); }
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const osgUtil::StateGraph* getStateGraphLeft() const { return _rendergraphLeft.get(); }
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void setStateGraphRight(osgUtil::StateGraph* rg) { _rendergraphRight = rg; }
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osgUtil::StateGraph* getStateGraphRight() { return _rendergraphRight.get(); }
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const osgUtil::StateGraph* getStateGraphRight() const { return _rendergraphRight.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 setRenderStageLeft(osgUtil::RenderStage* rs) { _renderStageLeft = rs; }
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osgUtil::RenderStage* getRenderStageLeft() { return _renderStageLeft.get(); }
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const osgUtil::RenderStage* getRenderStageLeft() const { return _renderStageLeft.get(); }
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void setRenderStageRight(osgUtil::RenderStage* rs) { _renderStageRight = rs; }
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osgUtil::RenderStage* getRenderStageRight() { return _renderStageRight.get(); }
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const osgUtil::RenderStage* getRenderStageRight() const { return _renderStageRight.get(); }
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/** Set the draw buffer value used at the start of each frame draw. Note, overridden in quad buffer stereo mode */
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void setDrawBufferValue( GLenum drawBufferValue )
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{
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_drawBufferValue = drawBufferValue;
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}
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/** Get the draw buffer value used at the start of each frame draw. */
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GLenum getDrawBufferValue() const
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{
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return _drawBufferValue;
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}
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/** FusionDistanceMode is used only when working in stereo.*/
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enum FusionDistanceMode
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{
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/** Use fusion distance from the value set on the SceneView.*/
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USE_FUSION_DISTANCE_VALUE,
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/** Compute the fusion distance by multiplying the screen distance by the fusion distance value.*/
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PROPORTIONAL_TO_SCREEN_DISTANCE
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};
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/** Set the FusionDistanceMode and Value. Note, is used only when working in stereo.*/
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void setFusionDistance(FusionDistanceMode mode,float value=1.0f)
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{
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_fusionDistanceMode = mode;
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_fusionDistanceValue = value;
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}
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/** Get the FusionDistanceMode.*/
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FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; }
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/** Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.*/
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float getFusionDistanceValue() const { return _fusionDistanceValue; }
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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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/** Callback for overidding the default method for compute the offset projection and view matrices.*/
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struct ComputeStereoMatricesCallback : public osg::Referenced
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{
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virtual osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const = 0;
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virtual osg::Matrixd computeLeftEyeView(const osg::Matrixd& view) const = 0;
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virtual osg::Matrixd computeRightEyeProjection(const osg::Matrixd& projection) const = 0;
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virtual osg::Matrixd computeRightEyeView(const osg::Matrixd& view) const = 0;
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};
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void setComputeStereoMatricesCallback(ComputeStereoMatricesCallback* callback) { _computeStereoMatricesCallback=callback; }
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ComputeStereoMatricesCallback* getComputeStereoMatricesCallback() { return _computeStereoMatricesCallback.get(); }
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const ComputeStereoMatricesCallback* getComputeStereoMatricesCallback() const { return _computeStereoMatricesCallback.get(); }
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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 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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/** Get the frame stamp for the current frame.*/
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inline const osg::FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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inline osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const
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{
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if (_computeStereoMatricesCallback.valid()) return _computeStereoMatricesCallback->computeLeftEyeProjection(projection);
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else return computeLeftEyeProjectionImplementation(projection);
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}
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inline osg::Matrixd computeLeftEyeView(const osg::Matrixd& view) const
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{
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if (_computeStereoMatricesCallback.valid()) return _computeStereoMatricesCallback->computeLeftEyeView(view);
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else return computeLeftEyeViewImplementation(view);
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}
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inline osg::Matrixd computeRightEyeProjection(const osg::Matrixd& projection) const
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{
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if (_computeStereoMatricesCallback.valid()) return _computeStereoMatricesCallback->computeRightEyeProjection(projection);
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else return computeRightEyeProjectionImplementation(projection);
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}
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inline osg::Matrixd computeRightEyeView(const osg::Matrixd& view) const
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{
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if (_computeStereoMatricesCallback.valid()) return _computeStereoMatricesCallback->computeRightEyeView(view);
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else return computeRightEyeViewImplementation(view);
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}
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virtual osg::Matrixd computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const;
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virtual osg::Matrixd computeLeftEyeViewImplementation(const osg::Matrixd& view) const;
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virtual osg::Matrixd computeRightEyeProjectionImplementation(const osg::Matrixd& projection) const;
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virtual osg::Matrixd computeRightEyeViewImplementation(const osg::Matrixd& view) const;
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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 intialized during scene graph loading. Note, is
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* called automatically by update & 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 update();
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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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/** Release all OpenGL objects from the scene graph, such as texture objects, display lists etc.
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* These released scene graphs placed in the respective delete GLObjects cache, which
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* then need to be deleted in OpenGL by SceneView::flushAllDeleteGLObjects(). */
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virtual void releaseAllGLObjects();
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/** Flush all deleted OpenGL objects, such as texture objects, display lists etc.*/
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virtual void flushAllDeletedGLObjects();
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/** Flush deleted OpenGL objects, such as texture objects, display lists etc within specified available time.*/
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virtual void flushDeletedGLObjects(double& availableTime);
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/** Extract stats for current draw list. */
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bool getStats(Statistics& primStats);
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protected:
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virtual ~SceneView();
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/** Do cull traversal of attached scene graph using Cull NodeVisitor.*/
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virtual void cullStage(const osg::Matrixd& projection,const osg::Matrixd& modelview,osgUtil::CullVisitor* cullVisitor, osgUtil::StateGraph* rendergraph, osgUtil::RenderStage* renderStage);
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const osg::Matrix computeMVPW() const;
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void clearArea(int x,int y,int width,int height,const osg::Vec4& color);
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osg::ref_ptr<osg::StateSet> _localStateSet;
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osg::ref_ptr<osg::State> _state;
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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> _updateVisitor;
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osg::ref_ptr<osgUtil::CullVisitor> _cullVisitor;
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osg::ref_ptr<osgUtil::StateGraph> _rendergraph;
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osg::ref_ptr<osgUtil::RenderStage> _renderStage;
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osg::ref_ptr<ComputeStereoMatricesCallback> _computeStereoMatricesCallback;
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osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorLeft;
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osg::ref_ptr<osgUtil::StateGraph> _rendergraphLeft;
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osg::ref_ptr<osgUtil::RenderStage> _renderStageLeft;
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osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorRight;
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osg::ref_ptr<osgUtil::StateGraph> _rendergraphRight;
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osg::ref_ptr<osgUtil::RenderStage> _renderStageRight;
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osg::ref_ptr<osg::CollectOccludersVisitor> _collectOccludersVisistor;
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osg::ref_ptr<osg::FrameStamp> _frameStamp;
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osg::ref_ptr<osg::CameraNode> _camera;
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osg::ref_ptr<osg::StateSet> _globalStateSet;
|
|
osg::ref_ptr<osg::Light> _light;
|
|
osg::ref_ptr<osg::DisplaySettings> _displaySettings;
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|
|
FusionDistanceMode _fusionDistanceMode;
|
|
float _fusionDistanceValue;
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LightingMode _lightingMode;
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|
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bool _prioritizeTextures;
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|
|
GLenum _drawBufferValue;
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|
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bool _requiresFlush;
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|
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int _activeUniforms;
|
|
double _previousFrameTime;
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|
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bool _redrawInterlacedStereoStencilMask;
|
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int _interlacedStereoStencilWidth;
|
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int _interlacedStereoStencilHeight;
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|
|
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};
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}
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#endif
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