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