8a3d731739
style osg::Camera and camera manipulators are updated correctly.
191 lines
6.2 KiB
C++
191 lines
6.2 KiB
C++
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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 OSGPRODUCER_OSGCAMERAGROUP_H
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#define OSGPRODUCER_OSGCAMERAGROUP_H 1
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#include <Producer/CameraGroup>
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#include <osg/ArgumentParser>
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#include <osg/ApplicationUsage>
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#include <osg/Group>
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#include <osg/StateSet>
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#include <osg/FrameStamp>
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#include <osg/DisplaySettings>
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#include <osgProducer/OsgSceneHandler>
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namespace osgProducer {
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class OSGPRODUCER_EXPORT OsgCameraGroup : public Producer::CameraGroup
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{
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public :
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OsgCameraGroup();
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OsgCameraGroup(Producer::CameraConfig *cfg);
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OsgCameraGroup(const std::string& configFile);
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OsgCameraGroup(osg::ArgumentParser& arguments);
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virtual ~OsgCameraGroup() {}
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void setApplicationUsage(osg::ApplicationUsage* au) { _applicationUsage = au; }
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osg::ApplicationUsage* getApplicationUsage() { return _applicationUsage; }
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const osg::ApplicationUsage* getApplicationUsage() const { return _applicationUsage; }
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typedef std::vector < osg::ref_ptr<osgProducer::OsgSceneHandler> > SceneHandlerList;
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SceneHandlerList& getSceneHandlerList() { return _shvec;}
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const SceneHandlerList& getSceneHandlerList() const { return _shvec;}
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void setSceneData( osg::Node *scene );
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osg::Node *getSceneData() { return _scene_data.get(); }
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const osg::Node *getSceneData() const { return _scene_data.get(); }
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void setSceneDecorator( osg::Group* decorator);
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osg::Group* getSceneDecorator() { return _scene_decorator.get(); }
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const osg::Group* getSceneDecorator() const { return _scene_decorator.get(); }
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osg::Node* getTopMostSceneData();
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const osg::Node* getTopMostSceneData() const;
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void setDisplaySettings( osg::DisplaySettings *ds ) { _ds = ds; }
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osg::DisplaySettings *getDisplaySettings() { return _ds.get(); }
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const osg::DisplaySettings *getDisplaySettings() const { return _ds.get(); }
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void setFrameStamp( osg::FrameStamp* fs );
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osg::FrameStamp *getFrameStamp() { return _frameStamp.get(); }
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const osg::FrameStamp *getFrameStamp() const { return _frameStamp.get(); }
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void setGlobalStateSet( osg::StateSet *sset );
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osg::StateSet *getGlobalStateSet() { return _global_stateset.get(); }
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const osg::StateSet *getGlobalStateSet() const { return _global_stateset.get(); }
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void setBackgroundColor( const osg::Vec4& backgroundColor );
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osg::Vec4& getBackgroundColor() { return _background_color; }
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const osg::Vec4& getBackgroundColor() const { return _background_color; }
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void setLODScale( float scale );
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void setFusionDistance( osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f);
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/** RealizeCallback class one should override to provide an the implemention of realize callbacks.
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* Note, this callback overrides the normal call to OsgSceneHandler::init() so it become the your
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* responisibility to call this within your callback if required, it is a safe assumption to
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* always call OsgSceneHandler::init() within your callback..*/
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class OSGPRODUCER_EXPORT RealizeCallback : public osg::Referenced
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{
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public:
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virtual void operator()( OsgCameraGroup& cg, OsgSceneHandler& sh, const Producer::RenderSurface & rs) = 0;
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protected:
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virtual ~RealizeCallback() {}
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};
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/** Set the realize callback to use when once the render surfaces are realized.*/
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void setRealizeCallback( RealizeCallback* cb) { _realizeCallback = cb; }
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/** Get the realize callback.*/
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RealizeCallback* getRealizeCallback() { return _realizeCallback.get(); }
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/** Get the const realize callback.*/
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const RealizeCallback* getRealizeCallback() const { return _realizeCallback.get(); }
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void advance();
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/** Set the threading model and then call realize().*/
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virtual bool realize(ThreadingModel thread_model );
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/** Realize the render surfaces (OpenGL graphics) and various threads, and call any realize callbacks.*/
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virtual bool realize();
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/** Set the model view matrix of the camera group,
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* by individually set all the camera groups's camera.*/
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virtual void setView(const osg::Matrix& matrix);
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/** Get the model view martrix of the camera group,
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* taking its value for camera 0.*/
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const osg::Matrix getViewMatrix() const;
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/** Dispatch the cull and draw for each of the Camera's for this frame.*/
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virtual void frame();
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protected :
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void setUpSceneViewsWithData();
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osg::ApplicationUsage* _applicationUsage;
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osg::ref_ptr<osg::Node> _scene_data;
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osg::ref_ptr<osg::Group> _scene_decorator;
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osg::ref_ptr<osg::StateSet> _global_stateset;
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osg::Vec4 _background_color;
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float _LODScale;
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osgUtil::SceneView::FusionDistanceMode _fusionDistanceMode;
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float _fusionDistanceValue;
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SceneHandlerList _shvec;
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osg::ref_ptr<RealizeCallback> _realizeCallback;
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osg::ref_ptr<osg::DisplaySettings> _ds;
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bool _initialized;
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osg::ref_ptr<osg::FrameStamp> _frameStamp;
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void _init();
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};
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}
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#endif
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