/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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. */ #ifndef OSG_CLEARNODE #define OSG_CLEARNODE 1 #include #include namespace osg { /** A Group node for clearing the color and depth buffers. Use setClearColor * to change the clear color, and setRequiresClear to disable/enable the call * clearing. You might want to disable clearing if you perform your clear by * drawing fullscreen geometry. If you do this, add child nodes to perform * such drawing. The default StateSet associated with this node places * children in render bin -1 to ensure that children are rendered prior to * the rest of the scene graph. */ class OSG_EXPORT ClearNode : public Group { public : ClearNode(); ClearNode(const ClearNode& cs, const CopyOp& copyop=CopyOp::SHALLOW_COPY): Group(cs,copyop), _requiresClear(cs._requiresClear), _clearColor(cs._clearColor), _clearMask(cs._clearMask) {} META_Node(osg, ClearNode); /** Enable/disable clearing via glClear. */ inline void setRequiresClear(bool requiresClear) { _requiresClear = requiresClear; } /** Gets whether clearing is enabled or disabled. */ inline bool getRequiresClear() const { return _requiresClear; } /** Sets the clear color. */ inline void setClearColor(const Vec4& color) { _clearColor = color; } /** Returns the clear color. */ inline const Vec4& getClearColor() const { return _clearColor; } /** Set the clear mask used in glClear(..). * Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */ inline void setClearMask(GLbitfield mask) { _clearMask = mask; } /** Get the clear mask.*/ inline GLbitfield getClearMask() const { return _clearMask; } protected : virtual ~ClearNode() {} bool _requiresClear; Vec4 _clearColor; GLbitfield _clearMask; }; } #endif