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