OsgScreenSpacePass.h
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// This file is a part of the OpenSurgSim project.
// Copyright 2013, SimQuest Solutions Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef SURGSIM_GRAPHICS_OSGSCREENSPACEPASS_H
#define SURGSIM_GRAPHICS_OSGSCREENSPACEPASS_H
#include <string>
#include "SurgSim/Graphics/RenderPass.h"
#include <osg/ref_ptr>
namespace osg
{
class Camera;
}
namespace SurgSim
{
namespace Graphics
{
class OsgScreenSpacePass : public RenderPass
{
public:
explicit OsgScreenSpacePass(const std::string& name);
virtual ~OsgScreenSpacePass();
void setViewPort(int width, int height);
bool doInitialize() override;
private:
void updateViewport(int width, int height);
osg::ref_ptr<osg::Camera> m_camera;
int m_width;
int m_height;
};
}
}
#endif // SURGSIM_GRAPHICS_OSGSCREENSPACEPASS_H
SurgSim
Definition: CompoundShapeToGraphics.cpp:29
SurgSim::Graphics::OsgScreenSpacePass
Special RenderPass to draw items using a orthogonal projection, this is specific to the Osg implement...
Definition: OsgScreenSpacePass.h:37
SurgSim::Graphics::OsgScreenSpacePass::m_camera
osg::ref_ptr< osg::Camera > m_camera
The osg camera reference.
Definition: OsgScreenSpacePass.h:61
SurgSim::Graphics::OsgScreenSpacePass::m_height
int m_height
The height of the viewport.
Definition: OsgScreenSpacePass.h:67
osg
Definition: OculusView.h:25
SurgSim::Graphics::OsgScreenSpacePass::m_width
int m_width
The width of the viewport.
Definition: OsgScreenSpacePass.h:64
RenderPass.h
SurgSim::Graphics::RenderPass
Encapsulation of all the components necessary needed to implement a full renderpass, this SceneElement contains a Camera and Group, it can also take a Material (for shaders and uniforms) and a RenderTarget for textures that are used as the output for the camera.
Definition: RenderPass.h:50