// -*-c++-*-
/*
* OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
/*
* osgFX::Outline - Copyright (C) 2004,2009 Ulrich Hertlein
*/
#ifndef OSGFX_OUTLINE_
#define OSGFX_OUTLINE_
#include <osgFX/Export>
#include <osgFX/Effect>
namespace osgFX
{
/**
* Outline effect.
*/
class Outline : public Effect
{
public:
/// Constructor.
Outline();
Outline(const Outline& copy,
const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY)
: Effect(copy, op) {
_width = copy._width;
_color = copy._color;
}
// Effect class info
META_Effect(osgFX, Outline, "Outline",
"Stencil buffer based object outlining.",
"Ulrich Hertlein <u.hertlein@sandbox.de>");
/// Set outline width.
void setWidth(float w) {
_width = w;
}
/// Get outline width.
float getWidth() const {
return _width;
}
/// Set outline color.
void setColor(const osg::Vec4& col) {
_color = col;
}
/// Get outline color.
const osg::Vec4& getColor() const {
return _color;
}
protected:
/// Destructor.
virtual ~Outline() {
}
/// Define available techniques.
bool define_techniques();
private:
/// Outline width.
float _width;
/// Outline color.
osg::Vec4 _color;
};
};
#endif
// -*-c++-*-
/*
* OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
/*
* osgFX::Outline - Copyright (C) 2004,2009 Ulrich Hertlein
*/
#include <osgFX/Outline>
#include <osgFX/Registry>
#include <osg/Group>
#include <osg/Stencil>
#include <osg/CullFace>
#include <osg/PolygonMode>
#include <osg/LineWidth>
#include <osg/Material>
#include <osg/NodeCallback>
#include <osgUtil/CullVisitor>
#include <iostream>
const unsigned int Override_On = osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE;
const unsigned int Override_Off = osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE;
namespace osgFX
{
/// Register prototype.
Registry::Proxy proxy(new Outline);
/**
* Outline technique.
*/
class OutlineTechnique : public Technique
{
public:
/// Constructor.
OutlineTechnique(const Outline& outline) : Technique() {
_outline = &outline;
}
/// Validate.
bool validate(osg::State&) const {
return true;
}
protected:
/// Define render passes.
void define_passes() {
/*
* draw
* - set stencil buffer to ref=1 where draw occurs
* - clear stencil buffer to 0 where test fails
*/
{
osg::StateSet* state = new osg::StateSet;
// stencil op
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS, 1, ~0);
stencil->setOperation(osg::Stencil::KEEP,
osg::Stencil::KEEP,
osg::Stencil::REPLACE);
state->setAttributeAndModes(stencil, Override_On);
addPass(state);
}
/*
* post-draw
* - only draw where draw didn't set the stencil buffer
* - draw only back-facing polygons
* - draw back-facing polys as lines
* - disable depth-test, lighting & texture
*/
{
osg::StateSet* state = new osg::StateSet;
// stencil op
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::NOTEQUAL, 1, ~0);
stencil->setOperation(osg::Stencil::KEEP,
osg::Stencil::KEEP,
osg::Stencil::REPLACE);
state->setAttributeAndModes(stencil, Override_On);
// cull front-facing polys
osg::CullFace* cf = new osg::CullFace;
cf->setMode(osg::CullFace::FRONT);
state->setAttributeAndModes(cf, Override_On);
// poly mode for back-facing polys
osg::PolygonMode* pm = new osg::PolygonMode;
pm->setMode(osg::PolygonMode::BACK, osg::PolygonMode::LINE);
state->setAttributeAndModes(pm, Override_On);
// outline width
osg::LineWidth* lw = new osg::LineWidth;
lw->setWidth(_outline->getWidth());
state->setAttributeAndModes(lw, Override_On);
// outline color/material
const osg::Material::Face face = osg::Material::FRONT_AND_BACK;
osg::Material* mtl = new osg::Material;
mtl->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
mtl->setAmbient(face, _outline->getColor());
mtl->setDiffuse(face, _outline->getColor());
mtl->setEmission(face, _outline->getColor());
state->setAttributeAndModes(mtl, Override_On);
// disable modes
state->setMode(GL_BLEND, Override_Off);
state->setMode(GL_DEPTH_TEST, Override_Off);
state->setTextureMode(0, GL_TEXTURE_1D, Override_Off);
state->setTextureMode(0, GL_TEXTURE_2D, Override_Off);
state->setTextureMode(0, GL_TEXTURE_3D, Override_Off);
addPass(state);
}
}
private:
/// Outline effect.
osg::ref_ptr<const Outline> _outline;
};
/**
* Enable stencil clear callback.
*/
class EnableStencilCallback : public osg::NodeCallback
{
public:
EnableStencilCallback() {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv) {
// enable stencil clear on render stage
osgUtil::RenderStage* render = cv->getRenderStage();
unsigned int mask = render->getClearMask();
if ((mask & GL_STENCIL_BUFFER_BIT) == 0) {
render->setClearMask(mask | GL_STENCIL_BUFFER_BIT);
render->setClearStencil(0);
//std::cerr << "osgFX::Outline activated stencil/n";
}
}
traverse(node, nv);
}
private:
};
/// Constructor.
Outline::Outline() : Effect()
{
_width = 3.0f;
_color.set(1.0f,1.0f,1.0f,1.0f);
addCullCallback(new EnableStencilCallback);
}
/// Define available techniques.
bool Outline::define_techniques()
{
addTechnique(new OutlineTechnique(*this));
return true;
}
};