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flightgear/src/Main/renderer.hxx

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#ifndef __FG_RENDERER_HXX
#define __FG_RENDERER_HXX 1
#include <simgear/scene/util/SGPickCallback.hxx>
#include <osg/ref_ptr>
namespace osg
{
class Camera;
class Group;
}
namespace osgGA
{
class GUIEventAdapter;
}
namespace osgShadow
{
class ShadowedScene;
}
namespace osgViewer
{
class Viewer;
}
namespace flightgear
{
class FGEventHandler;
}
class SGSky;
extern SGSky *thesky;
class FGRenderer {
public:
FGRenderer();
~FGRenderer();
void splashinit();
void init();
static void resize(int width, int height );
// calling update( refresh_camera_settings = false ) will not
// touch window or camera settings. This is useful for the tiled
// renderer which needs to set the view frustum itself.
static void update( bool refresh_camera_settings );
inline static void update() { update( true ); }
/** Just pick into the scene and return the pick callbacks on the way ...
*/
static bool pick( std::vector<SGSceneryPick>& pickList,
const osgGA::GUIEventAdapter* ea );
/** Get and set the OSG Viewer object, if any.
*/
osgViewer::Viewer* getViewer() { return viewer.get(); }
const osgViewer::Viewer* getViewer() const { return viewer.get(); }
void setViewer(osgViewer::Viewer* viewer);
/** Get and set the manipulator object, if any.
*/
flightgear::FGEventHandler* getEventHandler() { return eventHandler.get(); }
const flightgear::FGEventHandler* getEventHandler() const { return eventHandler.get(); }
void setEventHandler(flightgear::FGEventHandler* manipulator);
/** Add a top level camera.
*/
void addCamera(osg::Camera* camera, bool useSceneData);
protected:
osg::ref_ptr<osgViewer::Viewer> viewer;
osg::ref_ptr<flightgear::FGEventHandler> eventHandler;
};
bool fgDumpSceneGraphToFile(const char* filename);
bool fgDumpTerrainBranchToFile(const char* filename);
namespace flightgear
{
bool printVisibleSceneInfo(FGRenderer* renderer);
}
#endif