OpenWalnut 1.2.5
Public Types | Public Member Functions | Private Types | Private Attributes

WGEPostprocessingNode Class Reference

This class enables you to add arbitrary nodes that get post-processed in screen space. More...

#include <WGEPostprocessingNode.h>

Inheritance diagram for WGEPostprocessingNode:

List of all members.

Public Types

typedef osg::ref_ptr
< WGEPostprocessingNode
RefPtr
 Convenience typedef for an osg::ref_ptr.
typedef osg::ref_ptr< const
WGEPostprocessingNode
ConstRefPtr
 Convenience typedef for an osg::ref_ptr; const.

Public Member Functions

 WGEPostprocessingNode (osg::ref_ptr< osg::Camera > reference, size_t width=2048, size_t height=2048, bool noHud=false)
 Create a new post-processing node.
virtual ~WGEPostprocessingNode ()
 Destructor.
WPropGroup getProperties () const
 Returns the set of properties controlling the post-processing node.
void insert (osg::ref_ptr< osg::Node > node, WGEShader::RefPtr shader=NULL)
 Inserts a node to the post-processor and injects the needed code to the specified shader.
void remove (osg::ref_ptr< osg::Node > node)
 Removes the node from the post-processing.
void clear ()
 Removes all associated nodes.
void setEnabled (bool enable=true)
 Activates/Deactivates the post-processing.

Private Types

typedef
WSharedAssociativeContainer
< std::map< osg::ref_ptr
< osg::Node >, std::pair
< WGEShader::RefPtr,
WGEShaderPreprocessor::SPtr > > > 
NodeShaderAssociation
 This type is used to actually store the association between a node and its associated shader and custom preprocessor.

Private Attributes

NodeShaderAssociation m_nodeShaderAssociation
 List of nodes and their corresponding shader and preprocessor.
osg::ref_ptr
< WGEOffscreenRenderNode
m_offscreen
 The actual offscreen render node.
osg::ref_ptr< WGEGroupNodem_childs
 The group of child nodes to post-process.
osg::ref_ptr
< WGEOffscreenRenderPass
m_render
 The first pass, rendering.
osg::ref_ptr
< WGEOffscreenFinalPass
m_postprocess
 The actual post-processing.
WGEShader::RefPtr m_postProcessShader
 This shader actually does post-processing in screen space.
WPropGroup m_properties
 All the properties of the post-processor.
WPropBool m_active
 If true, post-processing is enabled.
WPropBool m_showHUD
 If true, a HUD with intermediate textures is shown.
WPropSelection m_activePostprocessors
 The property containing the currently active method or a combination.
boost::shared_ptr< WItemSelectionm_possiblePostprocessors
 Possible post-processors.
WPropString m_infoText
 Some text denoting that this is not yet completely done.

Detailed Description

This class enables you to add arbitrary nodes that get post-processed in screen space.

The only thing you need to take care of is your shader. You need some special parts in it. Please see the all-in-one super-shader-example module WMShaderExample in modules/template.

Notes:
Although this is an osg::Switch node, you should avoid using its inherited API unless you know what you do. Using the osg::Switch API might be useful for those who want to modify the post-processing pipeline.

Definition at line 52 of file WGEPostprocessingNode.h.


Member Typedef Documentation

Convenience typedef for an osg::ref_ptr; const.

Definition at line 64 of file WGEPostprocessingNode.h.

typedef WSharedAssociativeContainer< std::map< osg::ref_ptr< osg::Node >, std::pair< WGEShader::RefPtr, WGEShaderPreprocessor::SPtr > > > WGEPostprocessingNode::NodeShaderAssociation [private]

This type is used to actually store the association between a node and its associated shader and custom preprocessor.

Definition at line 140 of file WGEPostprocessingNode.h.

Convenience typedef for an osg::ref_ptr.

Definition at line 59 of file WGEPostprocessingNode.h.


Constructor & Destructor Documentation

WGEPostprocessingNode::WGEPostprocessingNode ( osg::ref_ptr< osg::Camera >  reference,
size_t  width = 2048,
size_t  height = 2048,
bool  noHud = false 
)

Create a new post-processing node.

It used the WGEOffscreenRenderNode to setup an offscreen, shader-based post-processing for rendered images. This is not limited to geometry but can also be used for ray-traced images.

Parameters:
referencecamera used as reference
widththe width of the textures used in this rendering
heightthe height of the textures used in this rendering*
noHudIf true, no hud gets displayed showing the created and used textures.

Definition at line 32 of file WGEPostprocessingNode.cpp.

References WPropertyHelper::PC_NOTEMPTY::addTo(), WGEShaderPropertyDefineOptionsTools::createSelection(), WGEShaderPropertyDefineOptions< PropType, PropIndexAdapter >::getProperty(), m_active, m_activePostprocessors, m_childs, m_infoText, m_offscreen, m_postprocess, m_postProcessShader, m_properties, m_render, and m_showHUD.

WGEPostprocessingNode::~WGEPostprocessingNode ( ) [virtual]

Destructor.

Definition at line 105 of file WGEPostprocessingNode.cpp.

References m_render.


Member Function Documentation

void WGEPostprocessingNode::clear ( )

Removes all associated nodes.

Notes:
this is thread-safe and can be done from every thread

Definition at line 155 of file WGEPostprocessingNode.cpp.

References WSharedObject< T >::getWriteTicket(), m_childs, and m_nodeShaderAssociation.

WPropGroup WGEPostprocessingNode::getProperties ( ) const

Returns the set of properties controlling the post-processing node.

You can use them to provide them to the user for example.

Returns:
the properties as a group.

Definition at line 112 of file WGEPostprocessingNode.cpp.

References m_properties.

void WGEPostprocessingNode::insert ( osg::ref_ptr< osg::Node >  node,
WGEShader::RefPtr  shader = NULL 
)

Inserts a node to the post-processor and injects the needed code to the specified shader.

See class documentation for further details on how the shader gets modified. If you are using an group node, be yourself aware that all nodes in this group need to have the same shader! If not, post-processing will not work properly.

Notes:
this is thread-safe and can be done from every thread
Notes:
it does NOT apply the shader.
Parameters:
nodethe node to post-process
shaderthe shader used for the node

Definition at line 117 of file WGEPostprocessingNode.cpp.

References WSharedObject< T >::getWriteTicket(), m_active, m_childs, and m_nodeShaderAssociation.

void WGEPostprocessingNode::remove ( osg::ref_ptr< osg::Node >  node)

Removes the node from the post-processing.

If it is not in the post-processing pipeline, nothing happens.

Notes:
this is thread-safe and can be done from every thread
Parameters:
nodethe node to remove

Definition at line 136 of file WGEPostprocessingNode.cpp.

References WSharedObject< T >::getWriteTicket(), m_childs, and m_nodeShaderAssociation.

void WGEPostprocessingNode::setEnabled ( bool  enable = true)

Activates/Deactivates the post-processing.

This is a shortcut for getProperties()->getProperty( "Enable" )->toPropBool()->set( enable ).

Parameters:
enableif true, post-processing is active-

Definition at line 171 of file WGEPostprocessingNode.cpp.

References m_active.


Member Data Documentation

WPropBool WGEPostprocessingNode::m_active [private]

If true, post-processing is enabled.

Definition at line 180 of file WGEPostprocessingNode.h.

Referenced by insert(), setEnabled(), and WGEPostprocessingNode().

The property containing the currently active method or a combination.

Definition at line 190 of file WGEPostprocessingNode.h.

Referenced by WGEPostprocessingNode().

osg::ref_ptr< WGEGroupNode > WGEPostprocessingNode::m_childs [private]

The group of child nodes to post-process.

Definition at line 155 of file WGEPostprocessingNode.h.

Referenced by clear(), insert(), remove(), and WGEPostprocessingNode().

WPropString WGEPostprocessingNode::m_infoText [private]

Some text denoting that this is not yet completely done.

Definition at line 200 of file WGEPostprocessingNode.h.

Referenced by WGEPostprocessingNode().

List of nodes and their corresponding shader and preprocessor.

Definition at line 145 of file WGEPostprocessingNode.h.

Referenced by clear(), insert(), and remove().

The actual offscreen render node.

Definition at line 150 of file WGEPostprocessingNode.h.

Referenced by WGEPostprocessingNode().

Possible post-processors.

Definition at line 195 of file WGEPostprocessingNode.h.

The actual post-processing.

Definition at line 165 of file WGEPostprocessingNode.h.

Referenced by WGEPostprocessingNode().

This shader actually does post-processing in screen space.

Definition at line 170 of file WGEPostprocessingNode.h.

Referenced by WGEPostprocessingNode().

All the properties of the post-processor.

Definition at line 175 of file WGEPostprocessingNode.h.

Referenced by getProperties(), and WGEPostprocessingNode().

The first pass, rendering.

Definition at line 160 of file WGEPostprocessingNode.h.

Referenced by WGEPostprocessingNode(), and ~WGEPostprocessingNode().

WPropBool WGEPostprocessingNode::m_showHUD [private]

If true, a HUD with intermediate textures is shown.

Definition at line 185 of file WGEPostprocessingNode.h.

Referenced by WGEPostprocessingNode().


The documentation for this class was generated from the following files:
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