197 lines
7.2 KiB
Plaintext
197 lines
7.2 KiB
Plaintext
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/* -*-c++-*- */
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/* osgEarth - Geospatial SDK for OpenSceneGraph
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* Copyright 2008-2014 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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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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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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#pragma once
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#include <osgEarth/TerrainTileModel>
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#include <osgEarth/TerrainOptions>
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#include <osgEarth/TerrainEngineRequirements>
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#include <osgEarth/ImageLayer>
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#include <osgEarth/Progress>
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#include <osgEarth/Threading>
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#include <osgEarth/ElevationPool>
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#include <osgEarth/TileMesher>
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namespace osgEarth
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{
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class ElevationLayerVector;
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class Map;
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/**
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* Set of layers that the TerrainTileModelFactory can use
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* to determine what data to create for a tile. If the manifest
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* is empty, that represents that the factory should create
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* data for ALL available layers. But if it contains at least
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* one entry, the creation is limited to those entries.
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*/
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class OSGEARTH_EXPORT CreateTileManifest
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{
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public:
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//! Request data for a layer
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void insert(const Layer* layer);
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//! Does the manifest exclude this layer?
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bool excludes(const Layer* layer) const;
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//! Sets whether to apply the update progressively (in LOD order)
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void setProgressive(bool value);
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const optional<bool>& progressive() const { return _progressive; }
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//! Is the manifest empty (meaning ALL available layers should be loaded)?
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bool empty() const;
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//! Are the layers in the manifest up to date with the layers in the map?
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bool inSyncWith(const Map*) const;
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//! Update all the manifest layers with the latest layer revisions from the map
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void updateRevisions(const Map*);
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bool includes(UID uid) const;
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bool includes(const Layer* layer) const;
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bool includesElevation() const;
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bool includesConstraints() const;
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bool includesLandCover() const;
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private:
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typedef vector_map<UID, int> LayerTable;
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LayerTable _layers;
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bool _includesElevation = false;
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bool _includesConstraints = false;
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bool _includesLandCover = false;
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optional<bool> _progressive = false;
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};
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/**
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* Builds a TerrainTileModel from a map frame.
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*/
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class OSGEARTH_EXPORT TerrainTileModelFactory : public osg::Referenced
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{
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public:
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/** Constructor */
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TerrainTileModelFactory(const TerrainOptions& options);
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/**
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* Creates a tile model and populates it with data from the map.
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*
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* @param map Map frame from which to read source data
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* @param key Tile key for which to create the model
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* @param manifest Set of layers for which to fetch data (empty => all layers)
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* @param requirements Hints that tell the factory what types of data to add
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* @param progress Progress tracking callback
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*/
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virtual TerrainTileModel* createTileModel(
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const Map* map,
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const TileKey& key,
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const CreateTileManifest& manifest,
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const TerrainEngineRequirements& requirements,
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ProgressCallback* progress);
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//! Same as createTileModel, except that this method will create "fallback"
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//! data for each layer that doesn't have real data at the TileKey's LOD.
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//! The texture matrix will each layer will provide a scale and bias for
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//! sampling the corresponding texture.
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virtual TerrainTileModel* createStandaloneTileModel(
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const Map* map,
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const TileKey& key,
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const CreateTileManifest& manifest,
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const TerrainEngineRequirements& requirements,
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ProgressCallback* progress);
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protected:
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virtual void addColorLayers(
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TerrainTileModel* model,
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const Map* map,
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const TerrainEngineRequirements& reqs,
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const TileKey& key,
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const CreateTileManifest& manifest,
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ProgressCallback* progress,
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bool standalone);
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virtual bool addImageLayer(
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TerrainTileModel* model,
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ImageLayer* layer,
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const TileKey& key,
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const TerrainEngineRequirements& reqs,
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ProgressCallback* progress);
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virtual void addStandaloneImageLayer(
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TerrainTileModel* model,
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ImageLayer* layer,
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const TileKey& key,
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const TerrainEngineRequirements& reqs,
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ProgressCallback* progress);
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virtual void addElevation(
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TerrainTileModel* model,
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const Map* map,
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const TileKey& key,
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const CreateTileManifest& manifest,
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unsigned border,
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ProgressCallback* progress);
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virtual void addStandaloneElevation(
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TerrainTileModel* model,
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const Map* map,
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const TileKey& key,
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const CreateTileManifest& manifest,
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unsigned border,
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ProgressCallback* progress);
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virtual bool addLandCover(
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TerrainTileModel* model,
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const Map* map,
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const TileKey& key,
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const TerrainEngineRequirements& requirements,
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const CreateTileManifest& manifest,
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ProgressCallback* progress);
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virtual void addStandaloneLandCover(
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TerrainTileModel* model,
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const Map* map,
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const TileKey& key,
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const TerrainEngineRequirements& requirements,
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const CreateTileManifest& manifest,
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ProgressCallback* progress);
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virtual void addMesh(
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TerrainTileModel* model,
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const Map* map,
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const TileKey& key,
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const TerrainEngineRequirements& requirements,
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const CreateTileManifest& manifest,
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ProgressCallback* progress);
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protected:
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Texture::Ptr createImageTexture(
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const osg::Image* image,
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const ImageLayer* layer) const;
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Texture::Ptr createCoverageTexture(
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const osg::Image* image) const;
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TerrainOptions _options;
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ElevationPool::WorkingSet _workingSet;
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};
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}
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