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

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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_OVERLAY_CLAMPING_TECHNIQUE
#define OSGEARTH_OVERLAY_CLAMPING_TECHNIQUE
#include <osgEarth/Common>
#include <osgEarth/OverlayDecorator>
#include <osgEarth/Clamping>
#define OSGEARTH_CLAMPING_BIN "osgEarth::ClampingBin"
namespace osgEarth
{
class TerrainEngineNode;
}
namespace osgEarth { namespace Util
{
/**
* Clamps geometry to the terrain using the GPU.
*
* This overlay technique installs a shader that samples the depth
* of the underlying terrain and then adjusts the vertex position to
* the height of the terrain. It then applies a depth offset in order
* to mitigate Z-fighting.
*
* Approach
*
* This technique works by first setting up a nadir-view RTT camera that
* captures the depth component of the terrain within the view frustum of
* the main camera. Then the GPU uses this "depth texture" to move each
* vertex so it coindices with the terrain.
*
* Limitations
*
* Since this is an orthographic view, the effective resolution of depth
* data close to the camera may not be quite sufficient, especially when
* the camera is pitched up looking out over the horizon. As a reuslt, you
* may see the verts "jitter" slightly in the Z direciton as you camera moves.
*
* Performance takes a hit since we need to RTT the terrain in a pre-render
* pass.
*/
class OSGEARTH_EXPORT ClampingTechnique : public OverlayTechnique
{
public:
//typedef osg::Group* (*TechniqueProvider)(class MapNode*);
//static TechniqueProvider Provider;
public:
ClampingTechnique();
/**
* The size (resolution in both directions) of the depth map texture. By
* default, this defaults to 4096 or your hardware's maximum supported
* texture size, whichever is less.
*/
void setTextureSize( int texSize );
int getTextureSize() const { return *_textureSize; }
public: // OverlayTechnique
bool constrainOrthoZ() const override {
return true;
}
bool hasData(
OverlayDecorator::TechRTTParams& params) const;
void reestablish(
TerrainEngineNode* engine );
void preCullTerrain(
OverlayDecorator::TechRTTParams& params,
osgUtil::CullVisitor* cv );
void cullOverlayGroup(
OverlayDecorator::TechRTTParams& params,
osgUtil::CullVisitor* cv );
void onInstall( TerrainEngineNode* engine );
void onUninstall( TerrainEngineNode* engine );
const osg::BoundingSphere& getBound(
OverlayDecorator::TechRTTParams& params) const;
protected:
virtual ~ClampingTechnique() { }
private:
int _textureUnit;
optional<int> _textureSize;
TerrainEngineNode* _engine;
mutable ClampingManager _clampingManager;
ClampingManager& getClampingManager() { return _clampingManager; }
friend class osgEarth::MapNode;
private:
void setUpCamera(OverlayDecorator::TechRTTParams& params);
};
} }
#endif //OSGEARTH_OVERLAY_CLAMPING_TECHNIQUE