81 lines
3.0 KiB
C++
81 lines
3.0 KiB
C++
/* -*-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_UTIL_LOG_DEPTH_BUFFER_H
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#define OSGEARTH_UTIL_LOG_DEPTH_BUFFER_H 1
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#include <osgEarth/Common>
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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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* Installs and controls a logarithmic depth buffer that improves
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* rendering of close and far objects in the same view without
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* z-fighting artifacts.
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*
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* Note: Only works with perspective projections. For an orthographic
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* projection it is a NOP.
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*
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* Note: If you have any RTT cameras that deal with depth data,
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* they need to use a log buffer as well! (e.g., ClampingTechnique)
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*
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* Another Note: For this to work properly, sufficient tessellation
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* of objects very close to the camera is necessary. Huge polygons
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* that intersect the near plane are likely to be clipped in their
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* entirely. Increasing the tessellation can resolve that issue.
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*/
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class OSGEARTH_EXPORT LogarithmicDepthBuffer
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{
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public:
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/** Constructs a logarithmic depth buffer controller. */
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LogarithmicDepthBuffer();
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/**
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* Whether to write to gl_FragDepth. (default = true)
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* Pro: accurate clipping near the camera regardless of weak tessellation
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* Con: writes to gl_FragDepth defeats early-Z testing on the GPU (hurting
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* performance in fill-limited scenarios)
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*
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* Set this before calling install().
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*/
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void setUseFragDepth(bool value);
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bool getUseFragDepth() const { return _useFragDepth; }
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/** is it supported on this platform? */
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bool supported() const { return _supported; }
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/** Installs a logarithmic depth buffer on a camera. */
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void install(osg::Camera* camera);
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/** Uninstalls a logarithmic depth buffer from a camera. */
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void uninstall(osg::Camera* camera);
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protected:
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osg::ref_ptr<osg::NodeCallback> _cullCallback;
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bool _supported;
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bool _useFragDepth;
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};
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} }
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#endif // OSGEARTH_UTIL_LOG_DEPTH_BUFFER_H
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