OpenWalnut 1.2.5
WGEOffscreenRenderNode.cpp
00001 //---------------------------------------------------------------------------
00002 //
00003 // Project: OpenWalnut ( http://www.openwalnut.org )
00004 //
00005 // Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
00006 // For more information see http://www.openwalnut.org/copying
00007 //
00008 // This file is part of OpenWalnut.
00009 //
00010 // OpenWalnut is free software: you can redistribute it and/or modify
00011 // it under the terms of the GNU Lesser General Public License as published by
00012 // the Free Software Foundation, either version 3 of the License, or
00013 // (at your option) any later version.
00014 //
00015 // OpenWalnut is distributed in the hope that it will be useful,
00016 // but WITHOUT ANY WARRANTY; without even the implied warranty of
00017 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00018 // GNU Lesser General Public License for more details.
00019 //
00020 // You should have received a copy of the GNU Lesser General Public License
00021 // along with OpenWalnut. If not, see <http://www.gnu.org/licenses/>.
00022 //
00023 //---------------------------------------------------------------------------
00024 
00025 #include <string>
00026 
00027 #include <osg/Geode>
00028 
00029 #include "WGEOffscreenRenderNode.h"
00030 
00031 WGEOffscreenRenderNode::WGEOffscreenRenderNode( osg::ref_ptr< osg::Camera > reference, size_t width, size_t height, bool noHud ):
00032     WGEGroupNode(),
00033     m_referenceCamera( reference ),
00034     m_hud(),
00035     m_textureWidth( width ),
00036     m_textureHeight( height ),
00037     m_nextPassNum( 0 )
00038 {
00039     // initialize members
00040     m_hud = new WGETextureHud();
00041     if( !noHud )
00042     {
00043         m_hud->addUpdateCallback( new WGEViewportCallback< WGETextureHud >( m_referenceCamera ) );
00044         m_hud->coupleViewportWithTextureViewport();
00045         insert( m_hud );
00046     }
00047 }
00048 
00049 WGEOffscreenRenderNode::~WGEOffscreenRenderNode()
00050 {
00051     // cleanup
00052 }
00053 
00054 osg::ref_ptr< WGEOffscreenRenderPass > WGEOffscreenRenderNode::addGeometryRenderPass( osg::ref_ptr< osg::Node > node, std::string name )
00055 {
00056     // create a plain render pass and add some geometry
00057     osg::ref_ptr< WGEOffscreenRenderPass > pass = addRenderPass< WGEOffscreenRenderPass >( name );
00058     pass->addChild( node );
00059     return pass;
00060 }
00061 
00062 osg::ref_ptr< WGEOffscreenRenderPass > WGEOffscreenRenderNode::addGeometryRenderPass( osg::ref_ptr< osg::Node > node,
00063                                                                                       osg::ref_ptr< WGEShader > shader,
00064                                                                                       std::string name )
00065 {
00066     // create a plain render pass and add some geometry
00067     osg::ref_ptr< WGEOffscreenRenderPass > pass = addRenderPass< WGEOffscreenRenderPass >( name );
00068     pass->addChild( node );
00069     shader->apply( pass );
00070     return pass;
00071 }
00072 
00073 osg::ref_ptr< WGEOffscreenTexturePass > WGEOffscreenRenderNode::addTextureProcessingPass( std::string name )
00074 {
00075     osg::ref_ptr< WGEOffscreenTexturePass > pass = addRenderPass< WGEOffscreenTexturePass >( name );
00076     return pass;
00077 }
00078 
00079 osg::ref_ptr< WGEOffscreenTexturePass > WGEOffscreenRenderNode::addTextureProcessingPass( osg::ref_ptr< WGEShader > shader, std::string name )
00080 {
00081     osg::ref_ptr< WGEOffscreenTexturePass > pass = addRenderPass< WGEOffscreenTexturePass >( name );
00082     shader->apply( pass );
00083     return pass;
00084 }
00085 
00086 osg::ref_ptr< WGEOffscreenFinalPass > WGEOffscreenRenderNode::addFinalOnScreenPass( std::string name )
00087 {
00088     osg::ref_ptr< WGEOffscreenFinalPass > pass = addRenderPass< WGEOffscreenFinalPass >( name );
00089     return pass;
00090 }
00091 
00092 osg::ref_ptr< WGEOffscreenFinalPass > WGEOffscreenRenderNode::addFinalOnScreenPass( osg::ref_ptr< WGEShader > shader, std::string name )
00093 {
00094     osg::ref_ptr< WGEOffscreenFinalPass > pass = addRenderPass< WGEOffscreenFinalPass >( name );
00095     shader->apply( pass );
00096     return pass;
00097 }
00098 
00099 osg::ref_ptr< WGETextureHud > WGEOffscreenRenderNode::getTextureHUD() const
00100 {
00101     return m_hud;
00102 }
00103 
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