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195 lines
8.0 KiB
195 lines
8.0 KiB
/* -*-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 OSGSIM_OVERLAYNODE |
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#define OSGSIM_OVERLAYNODE 1 |
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#include <osg/buffered_value> |
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#include <osg/Camera> |
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#include <osg/Texture2D> |
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#include <osg/TexGenNode> |
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#include <osg/Geode> |
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#include <osgUtil/CullVisitor> |
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#include <osgSim/Export> |
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namespace osgSim { |
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/** OverlayNode is for creating texture overlays on scenes, with the overlay texture being generated |
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* by pre rendering an Overlay Subgraph to a texture, then projecting this resulting texture on the scene.*/ |
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class OSGSIM_EXPORT OverlayNode : public osg::Group |
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{ |
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public : |
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enum OverlayTechnique |
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{ |
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OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY, |
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VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY, |
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VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY |
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}; |
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OverlayNode(OverlayTechnique technique=OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY); |
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OverlayNode(const OverlayNode& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); |
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META_Node(osgSim, OverlayNode); |
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virtual void traverse(osg::NodeVisitor& nv); |
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void setOverlayTechnique(OverlayTechnique technique); |
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OverlayTechnique getOverlayTechnique() const { return _overlayTechnique; } |
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/** Set the implementation to be used when creating the overlay texture. */ |
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void setRenderTargetImplementation(osg::Camera::RenderTargetImplementation impl); |
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/** Set the overlay subgraph which will be rendered to texture.*/ |
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void setOverlaySubgraph(osg::Node* node); |
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/** Get the overlay subgraph which will be rendered to texture.*/ |
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osg::Node* getOverlaySubgraph() { return _overlaySubgraph.get(); } |
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/** Get the const overlay subgraph which will be render to texture.*/ |
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const osg::Node* getOverlaySubgraph() const { return _overlaySubgraph.get(); } |
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/** Inform the OverlayNode that the overlay texture needs to be updated.*/ |
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void dirtyOverlayTexture(); |
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/** Set whether the OverlayNode should update the overlay texture on every frame.*/ |
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void setContinuousUpdate(bool update) { _continuousUpdate = update; } |
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/** Get whether the OverlayNode should update the overlay texture on every frame.*/ |
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bool getContinuousUpdate() const { return _continuousUpdate; } |
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/** Set the base height that the overlay subgraph will be projected down to. |
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* Normally you'll set this to just below ground level, if you set it too high |
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* then the overlay texture can end up being clipped in certain viewing directions, |
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* while if its too low then there will be a limit to how close you can get to the |
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* terrain before pixaltion becomes an issue.*/ |
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void setOverlayBaseHeight(double baseHeight) { _overlayBaseHeight = baseHeight; } |
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/** Get the base height that the overlay subgraph will be projected down to.*/ |
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double getOverlayBaseHeight() const { return _overlayBaseHeight; } |
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/** Set the clear color to use when rendering the overlay subgraph.*/ |
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void setOverlayClearColor(const osg::Vec4& color) { _overlayClearColor = color; } |
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/** Get the clear color to use when rendering the overlay subgraph.*/ |
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const osg::Vec4& getOverlayClearColor() const { return _overlayClearColor; } |
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/** Set the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/ |
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void setTexEnvMode(GLenum mode); |
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/** Get the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/ |
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GLenum getTexEnvMode() const { return _texEnvMode; } |
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/** Set the texture unit that the texture should be assigned to.*/ |
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void setOverlayTextureUnit(unsigned int unit); |
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/** Get the texture unit that the texture should be assigned to.*/ |
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unsigned int getOverlayTextureUnit() const { return _textureUnit; } |
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/** Set the texture size hint. The size hint is used to request a texture of specified size.*/ |
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void setOverlayTextureSizeHint(unsigned int size); |
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/** Get the texture size hint.*/ |
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unsigned int getOverlayTextureSizeHint() const { return _textureSizeHint; } |
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/ |
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virtual void setThreadSafeRefUnref(bool threadSafe); |
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/** Resize any per context GLObject buffers to specified size. */ |
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virtual void resizeGLObjectBuffers(unsigned int /*maxSize*/); |
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/** If State is non-zero, this function releases any associated OpenGL objects for |
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* the specified graphics context. Otherwise, releases OpenGL objexts |
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* for all graphics contexts. */ |
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virtual void releaseGLObjects(osg::State* = 0) const; |
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protected : |
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virtual ~OverlayNode() {} |
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void init(); |
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void init_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(); |
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void init_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(); |
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void init_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY(); |
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void traverse_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv); |
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void traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv); |
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void traverse_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY(osg::NodeVisitor& nv); |
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void updateMainSubgraphStateSet(); |
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typedef osg::buffered_value< int > TextureObjectValidList; |
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mutable TextureObjectValidList _textureObjectValidList; |
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OverlayTechnique _overlayTechnique; |
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// overlay subgraph is render to a texture |
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osg::ref_ptr<osg::Node> _overlaySubgraph; |
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osg::ref_ptr<osg::StateSet> _overlayStateSet; |
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osg::ref_ptr<osg::StateSet> _mainStateSet; |
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// texture to render to, and to read from. |
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GLenum _texEnvMode; |
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unsigned int _textureUnit; |
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unsigned int _textureSizeHint; |
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osg::Vec4 _overlayClearColor; |
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bool _continuousUpdate; |
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double _overlayBaseHeight; |
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bool _updateCamera; |
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osg::Camera::RenderTargetImplementation _renderTargetImpl; |
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struct OverlayData : public osg::Referenced |
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{ |
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void setThreadSafeRefUnref(bool threadSafe); |
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void resizeGLObjectBuffers(unsigned int maxSize); |
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void releaseGLObjects(osg::State* state= 0) const; |
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osg::ref_ptr<osg::Camera> _camera; |
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osg::ref_ptr<osg::StateSet> _overlayStateSet; |
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osg::ref_ptr<osg::StateSet> _mainSubgraphStateSet; |
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osg::ref_ptr<osg::TexGenNode> _texgenNode; |
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osg::ref_ptr<osg::Texture2D> _texture; |
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osg::Polytope _textureFrustum; |
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osg::ref_ptr<osg::Geode> _geode; |
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osg::ref_ptr<osg::Program> _mainSubgraphProgram; |
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osg::ref_ptr<osg::Uniform> _y0; |
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osg::ref_ptr<osg::Uniform> _lightingEnabled; |
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}; |
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typedef std::map<osgUtil::CullVisitor*, osg::ref_ptr<OverlayData> > OverlayDataMap; |
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OpenThreads::Mutex _overlayDataMapMutex; |
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OverlayDataMap _overlayDataMap; |
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OverlayNode::OverlayData* getOverlayData(osgUtil::CullVisitor* cv); |
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}; |
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} |
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#endif
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