1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2015 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTHSYMBOLOGY_STENCIL_VOLUME_NODE_H
#define OSGEARTHSYMBOLOGY_STENCIL_VOLUME_NODE_H 1
#include <osgEarthSymbology/Common>
#include <osgEarthSymbology/Geometry>
#include <osgEarth/MaskNode>
#include <osgEarth/ThreadingUtils>
#include <osg/Group>
#include <osg/Vec4>
#include <queue>
namespace osgEarth { namespace Symbology
{
class OSGEARTHSYMBOLOGY_EXPORT StencilVolumeNode : public osgEarth::MaskNode
{
public:
/**
* Constructs a stencil masking node.
*
* @param preRenderChildrenToDepthBuffer
* Normally, this node will render the stencil volumes first and then
* render the children (which will be masked by the stencil). If you need
* to pre-render the children to the depth buffer, set this to TRUE. You
* need to do this is you are creating a straight render mask.
*
* @param inverted
* Inverts the stencil buffer, masking the opposite pixels that would
* normally be masked.
*/
StencilVolumeNode(
bool preRenderChildrenToDepthBuffer =false,
bool inverted =false );
/**
* Copy constructor
*/
StencilVolumeNode( const StencilVolumeNode& rhs, const osg::CopyOp& op =osg::CopyOp::DEEP_COPY_ALL );
/** dtor */
virtual ~StencilVolumeNode() { }
META_Node(osgEarth::Symbology,StencilVolumeNode);
//override
virtual void traverse( osg::NodeVisitor& nv );
public: // props
// sets the render bins and returns the next available bin.
int setBaseRenderBin( int bin );
// adds stenciling volume geometry (safely during the next update traversal, if necessary)
void addVolumes( osg::Node* node, bool onNextUpdate =true );
public: // utilties
/**
* Generates a full screen quad that you can use to colorize
* stencil volumes
*/
static osg::Node* createFullScreenQuad( const osg::Vec4f& color );
public: //osg::Group overrides
virtual bool addChild( Node *child );
virtual bool insertChild( unsigned int index, Node *child );
virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove);
virtual bool replaceChild( Node *origChild, Node* newChild );
virtual bool setChild( unsigned int i, Node* node );
virtual osg::BoundingSphere computeBound() const;
protected:
void init();
osg::ref_ptr<osg::Group> _root;
osg::Group* _stencilGroup1;
osg::Group* _stencilGroup2;
osg::Group* _depthPass;
osg::Group* _renderPass;
bool _inverted;
bool _preRenderChildrenToDepthBuffer;
Threading::Mutex _addVolumesMutex;
std::queue< osg::ref_ptr<osg::Node> > _volumesToAdd;
void addQueuedVolumes();
};
} } // namespace osgEarth::Symbology
#endif // OSGEARTHSYMBOLOGY_STENCIL_VOLUME_NODE_H