DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/Clamping

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2024-12-24 23:49:36 +00:00
/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
* Copyright 2020 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_CLAMPING_H
#define OSGEARTH_CLAMPING_H
#include <osgEarth/Common>
#include <osgEarth/Containers>
#include <osgEarth/ClampableNode>
#include <osg/Node>
#include <osg/Geometry>
#include <osg/ObserverNodePath>
#include <osg/Camera>
namespace osgEarth { namespace Util
{
/**
* Support for GPU Clamping.
*
* GPU Clamping makes use of a custom vertex attribute. The contents of this
* vec4 attribute are:
* attr[0] : X coordinate of reference vertex
* attr[1] : Y coordinate of reference vertex
* attr[2] : Vertical offset to apply after clamping
* attr[3] : 0 = clamp vertex directly; 1 = clamp indirectly using reference vertex
*/
class OSGEARTH_EXPORT Clamping
{
public: // mutable
// GLSL attribute binding location for clamping vertex attributes
static int AnchorAttrLocation;
// GLSL attribute binding location for clamping vertex heights
static int HeightsAttrLocation;
public: // non-mutable
// Name of the clamping anchor vertex attribute
static const char* AnchorAttrName;
// Name of the boolean uniform that tells the shader whether the
// geometry has clamping attributes.
static const char* HasAttrsUniformName;
// Name of the uniform used to apply an altitude offset to clamped geometry
static const char* AltitudeOffsetUniformName;
// Name of the clamping heights array attribute
static const char* HeightsAttrName;
// When setting clamping vertex attributes, use these constants in
// the alpha channel to indicate whether the vertex is to be clamped
// to the reference vertex in the attribute data, or to the ground.
static const float ClampToAnchor;
static const float ClampToGround;
public: // utility methods
// Installs a uniform on the stateset indicating that geometry has the
// clamping vertex attribute installed.
static void installHasAttrsUniform(
osg::StateSet* stateset );
static void applyDefaultClampingAttrs(
osg::Node* node,
float verticalOffset =0.0f);
static void setHeights(
osg::Node* node,
osg::FloatArray* heights );
};
/**
* Culling set for tracking groups whose contents should be GPU-clamped
* The ClampableNode class inserts scene graphs into this objects during
* the CULL traversal; then the ClampingTechnique traverses those graphs.
*/
class OSGEARTH_INTERNAL ClampingCullSet
{
public:
struct Entry
{
osg::ref_ptr<osg::Group> _node;
osg::ref_ptr<osg::RefMatrix> _matrix;
osg::ObserverNodePath _path;
int _frame;
};
public:
ClampingCullSet();
~ClampingCullSet() { } // not virtual
/** Pushes a node and its matrix into the cull set */
void push(ClampableNode* node, const osg::NodePath& path, const osg::FrameStamp* stamp);
/** Runs a node visitor on the cull set, optionally popping as it goes along. */
void accept(osg::NodeVisitor& nv);
/** Bounds of this set */
const osg::BoundingSphere& getBound() const { return _bs; }
/** Number of elements in the set */
unsigned size() const { return _entries.size(); }
private:
std::vector<Entry> _entries;
osg::BoundingSphere _bs;
bool _frameCulled;
};
/**
* Houses all the active ClampingCullSets under an osgEarth TerrainEngine.
* ClampableNode will use this object to gain access to a ClampingCullSet
* during the CULL traversal.
*/
class OSGEARTH_INTERNAL ClampingManager
{
public:
ClampingManager();
//! Gets the cull set associated with a camera.
ClampingCullSet& get(const osg::Camera*);
private:
PerObjectFastMap<const osg::Camera*, ClampingCullSet> _sets;
};
} }
#endif // OSGEARTH_CLAMPING_H