OSGRenderPartition.inl
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00043 OSG_BEGIN_NAMESPACE
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00082 inline
00083 DrawEnv &RenderPartition::getDrawEnv(void)
00084 {
00085 return _oDrawEnv;
00086 }
00087
00088
00089
00090
00091
00092
00093
00094 inline
00095 void RenderPartition::setViewportDimension(Int32 iPixelLeft,
00096 Int32 iPixelBottom,
00097 Int32 iPixelRight,
00098 Int32 iPixelTop,
00099 bool bFull )
00100 {
00101 _oDrawEnv.setViewportDimension(iPixelLeft,
00102 iPixelBottom,
00103 iPixelRight,
00104 iPixelTop,
00105 bFull);
00106 }
00107
00108 inline
00109 Int32 RenderPartition::getViewportWidth(void)
00110 {
00111 return _oDrawEnv.getPixelWidth();
00112 }
00113
00114 inline
00115 Int32 RenderPartition::getViewportHeight(void)
00116 {
00117 return _oDrawEnv.getPixelHeight();
00118 }
00119
00120 inline
00121 void RenderPartition::setSetupMode(UInt32 uiSetupMode)
00122 {
00123 _uiSetupMode = uiSetupMode;
00124 }
00125
00126 inline
00127 void RenderPartition::addSetupModeBit(UInt32 uiSetupModeBit)
00128 {
00129 _uiSetupMode |= uiSetupModeBit;
00130 }
00131
00132 inline
00133 void RenderPartition::subSetupMode(UInt32 uiSetupModeBit)
00134 {
00135 _uiSetupMode &= ~uiSetupModeBit;
00136 }
00137
00138 inline
00139 void RenderPartition::setNodePool(RenderTreeNodePool *pNodePool)
00140 {
00141 _pNodePool = pNodePool;
00142 }
00143
00144 inline
00145 void RenderPartition::setStatePool(StateOverridePool *pStatePool)
00146 {
00147 _pStatePool = pStatePool;
00148 }
00149
00150 inline
00151 void RenderPartition::setTreeBuilderPool(TreeBuilderPool *pTreeBuilderPool)
00152 {
00153 _pTreeBuilderPool = pTreeBuilderPool;
00154 }
00155
00156 inline
00157 void RenderPartition::setStatCollector(StatCollectorP pStatCollector)
00158 {
00159 _oDrawEnv.setStatCollector(pStatCollector);
00160 }
00161
00162 inline
00163 StatCollectorP RenderPartition::getStatCollector(void)
00164 {
00165 return _oDrawEnv.getStatCollector();
00166 }
00167
00168 #if 0
00169 inline
00170 void RenderPartition::setViewport(Viewport *pViewport)
00171 {
00172 _oDrawEnv.setViewport(pViewport);
00173 }
00174
00175 inline
00176 Viewport *RenderPartition::getViewport(void)
00177 {
00178 return _oDrawEnv.getViewport();
00179 }
00180 #endif
00181
00182 inline
00183 void RenderPartition::setWindow(Window *pWindow)
00184 {
00185 _oDrawEnv.setWindow(pWindow);
00186 }
00187
00188 inline
00189 Window *RenderPartition::getWindow(void)
00190 {
00191 return _oDrawEnv.getWindow();
00192 }
00193
00194 inline
00195 void RenderPartition::setBackground(Background *pBackground)
00196 {
00197 _pBackground = pBackground;
00198 }
00199
00200 inline
00201 void RenderPartition::setupProjection(const Matrix4f &projection,
00202 const Matrix4f &translation)
00203 {
00204 _oDrawEnv.setupProjection(projection, translation);
00205 }
00206
00207 inline
00208 const Matrix4f &RenderPartition::getFullProjection(void)
00209 {
00210 return _oDrawEnv.getCameraFullProjection();
00211 }
00212
00213 inline
00214 const Matrix4f &RenderPartition::getProjection(void)
00215 {
00216 return _oDrawEnv.getCameraProjection();
00217 }
00218
00219 inline
00220 const Matrix4f &RenderPartition::getProjectionTrans(void)
00221 {
00222 return _oDrawEnv.getCameraProjectionTrans();
00223 }
00224
00225 inline
00226 const Matrix4f &RenderPartition::getVPFullProjection(void)
00227 {
00228 return _oDrawEnv.getVPCameraFullProjection();
00229 }
00230
00231 inline
00232 const Matrix4f &RenderPartition::getVPProjection(void)
00233 {
00234 return _oDrawEnv.getVPCameraProjection();
00235 }
00236
00237 inline
00238 const Matrix4f &RenderPartition::getVPProjectionTrans(void)
00239 {
00240 return _oDrawEnv.getVPCameraProjectionTrans();
00241 }
00242
00243 inline
00244 void RenderPartition::setupViewing(const Matrix4f &matrix)
00245 {
00246 _oDrawEnv.setupViewing(matrix);
00247
00248 #ifndef OSG_ENABLE_DOUBLE_MATRIX_STACK
00249 _modelViewMatrix.second = matrix;
00250 #else
00251 Matrix4d temp;
00252 temp.convertFrom(matrix);
00253 _modelViewMatrix.second = temp;
00254 #endif
00255
00256 _modelMatrix.setIdentity();
00257 _modelMatrixValid = true;
00258 }
00259
00260 template<class MatrixType> inline
00261 void RenderPartition::pushMatrix(const MatrixType &matrix)
00262 {
00263 _modelViewMatrixStack.push_back(_modelViewMatrix);
00264
00265 _modelViewMatrix.first = ++_uiMatrixId;
00266 _modelViewMatrix.second.mult(matrix);
00267
00268 _modelMatrixValid = false;
00269 }
00270
00271 inline
00272 const Matrix &RenderPartition::getModelMatrix(void) const
00273 {
00274 updateModelMatrix();
00275
00276 return _modelMatrix;
00277 }
00278
00279 inline
00280 const Matrix &RenderPartition::getModelViewMatrix(void) const
00281 {
00282 return _modelViewMatrix.second;
00283 }
00284
00285 inline
00286 const Matrix4f &RenderPartition::getViewing(void)
00287 {
00288 return _oDrawEnv.getCameraViewing();
00289 }
00290
00291 inline
00292 const Matrix4f &RenderPartition::getCameraToWorld(void)
00293 {
00294 return _oDrawEnv.getCameraToWorld();
00295 }
00296
00297 inline
00298 const Matrix4f &RenderPartition::getVPViewing(void)
00299 {
00300 return _oDrawEnv.getVPCameraViewing();
00301 }
00302
00303 inline
00304 const Matrix4f &RenderPartition::getVPCameraToWorld(void)
00305 {
00306 return _oDrawEnv.getCameraToWorld();
00307 }
00308
00309 inline
00310 void RenderPartition::addPartition(RenderPartition *pPart)
00311 {
00312 _vGroupStore.push_back(pPart);
00313 }
00314
00315 inline
00316 void RenderPartition::setNear(Real32 camNear)
00317 {
00318 _oDrawEnv.setCameraNear(camNear);
00319 }
00320
00321 inline
00322 void RenderPartition::setFar (Real32 camFar)
00323 {
00324 _oDrawEnv.setCameraFar(camFar);
00325 }
00326
00327 inline
00328 Real32 RenderPartition::getNear(void)
00329 {
00330 return _oDrawEnv.getCameraNear();
00331 }
00332
00333 inline
00334 Real32 RenderPartition::getFar(void)
00335 {
00336 return _oDrawEnv.getCameraFar();
00337 }
00338
00339 inline
00340 void RenderPartition::setKeyGen(UInt32 uiKeyGen)
00341 {
00342 _uiKeyGen = uiKeyGen;
00343 }
00344
00345
00346 inline
00347 Material *RenderPartition::getMaterial(void)
00348 {
00349 return _pMaterial;
00350 }
00351
00352 inline
00353 void RenderPartition::setRenderTarget(FrameBufferObject *pTarget)
00354 {
00355 _pRenderTarget = pTarget;
00356 }
00357
00358 inline
00359 FrameBufferObject *RenderPartition::getRenderTarget(void)
00360 {
00361 return _pRenderTarget;
00362 }
00363
00364 inline
00365 void RenderPartition::setDrawBuffer(GLenum eBuffer)
00366 {
00367 _eDrawBuffer = eBuffer;
00368 }
00369
00370 inline
00371 bool RenderPartition::getFrustumCulling(void) const
00372 {
00373 return _bFrustumCulling;
00374 }
00375
00376 inline
00377 void RenderPartition::setFrustumCulling(bool val)
00378 {
00379 _bFrustumCulling = val;
00380 }
00381
00382 inline
00383 bool RenderPartition::getVolumeDrawing(void) const
00384 {
00385 return _bVolumeDrawing;
00386 }
00387
00388 inline
00389 void RenderPartition::setVolumeDrawing(bool val)
00390 {
00391 _bVolumeDrawing = val;
00392 }
00393
00394 inline
00395 const FrustumVolume &RenderPartition::getFrustum(void) const
00396 {
00397 return _oFrustum;
00398 }
00399
00400 inline
00401 void RenderPartition::setFrustum(FrustumVolume &frust)
00402 {
00403 _oFrustum = frust;
00404 }
00405
00406 inline
00407 void RenderPartition::disable(void)
00408 {
00409 _bDone = true;
00410 }
00411
00412 inline
00413 void RenderPartition::dropFunctor(SimpleDrawCallback &oSimpleCallback)
00414 {
00415 _oSimpleDrawCallback = oSimpleCallback;
00416 }
00417
00418 inline
00419 UInt32 RenderPartition::getNumMatrixChanges(void)
00420 {
00421 return _uiNumMatrixChanges;
00422 }
00423
00424 inline
00425 UInt32 RenderPartition::getNumStateChanges(void)
00426 {
00427 return _oDrawEnv.getNumStateChanges();
00428 }
00429
00430 inline
00431 UInt32 RenderPartition::getNumShaderChanges(void)
00432 {
00433 return _oDrawEnv.getNumShaderChanges();
00434 }
00435
00436 inline
00437 UInt32 RenderPartition::getNumShaderParamChanges(void)
00438 {
00439 return _oDrawEnv.getNumShaderParamChanges();
00440 }
00441
00442 inline
00443 UInt32 RenderPartition::getNumTriangles(void)
00444 {
00445 return _uiNumTriangles;
00446 }
00447
00448 inline
00449 void RenderPartition::addPreRenderCallback (const RenderFunctor &oCallback)
00450 {
00451 _vPreRenderCallbacks.push_back(oCallback);
00452 }
00453
00454 inline
00455 void RenderPartition::addPostRenderCallback(const RenderFunctor &oCallback)
00456 {
00457 _vPostRenderCallbacks.push_back(oCallback);
00458 }
00459
00460
00461
00462 #ifdef OSG_DEBUG
00463 inline
00464 void RenderPartition::setDebugString(std::string szDebugString)
00465 {
00466 _szDebugString = szDebugString;
00467 }
00468 #endif
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00478 inline
00479 void RenderPartition::setNode(Node *pNode)
00480 {
00481 _pNode = pNode;
00482 }
00483
00484 inline
00485 Node *RenderPartition::getNode(void)
00486 {
00487 return _pNode;
00488 }
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00494 OSG_END_NAMESPACE