131 lines
4.5 KiB
C++
131 lines
4.5 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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* 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/Layer>
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#include <osgEarth/Callbacks>
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namespace osgEarth
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{
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enum ColorBlending
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{
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BLEND_INTERPOLATE,
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BLEND_MODULATE
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};
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}
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namespace osgEarth
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{
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//! Base class for a layer supporting visibility and opacity controls.
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class OSGEARTH_EXPORT VisibleLayer : public Layer
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{
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public: // serialization
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class OSGEARTH_EXPORT Options : public Layer::Options {
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public:
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META_LayerOptions(osgEarth, Options, Layer::Options);
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OE_OPTION(bool, visible, true);
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OE_OPTION(float, opacity, 1.0f);
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OE_OPTION(float, minVisibleRange, 0.0f);
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OE_OPTION(float, maxVisibleRange, FLT_MAX);
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OE_OPTION(float, attenuationRange, 0.0f);
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OE_OPTION(ColorBlending, blend, BLEND_INTERPOLATE);
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OE_OPTION(osg::Node::NodeMask, mask, 0xffffffff);
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OE_OPTION(bool, debugView, false);
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OE_OPTION(bool, useNVGL, false);
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virtual Config getConfig() const;
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private:
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void fromConfig(const Config& conf);
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};
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public:
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META_Layer(osgEarth, VisibleLayer, Options, Layer, VisibleLayer);
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protected:
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virtual ~VisibleLayer();
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public:
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//! Whether to draw this layer.
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void setVisible(bool value);
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bool getVisible() const;
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//! Opacity with which to draw this layer
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virtual void setOpacity(float value);
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float getOpacity() const;
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//! Minimum camera range at which this image layer is visible (if supported)
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float getMinVisibleRange() const;
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void setMinVisibleRange( float minVisibleRange );
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//! Maximum camera range at which this image layer is visible (if supported)
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float getMaxVisibleRange() const;
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void setMaxVisibleRange( float maxVisibleRange );
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//! Distance (m) over which to ramp min and max range blending
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float getAttenuationRange() const;
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void setAttenuationRange( float value );
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//! Blending mode to apply when rendering this layer
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void setColorBlending(ColorBlending value);
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ColorBlending getColorBlending() const;
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//! The node mask to apply to the layer when rendering. This works exactly like the node mask would on a node.
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osg::Node::NodeMask getMask() const;
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void setMask(osg::Node::NodeMask mask);
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//! Gets/Sets the default mask to use for VisibleLayers. Default is 0xffffffff. Set this very early on your application to make all VisibleLayers have this mask by default.
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static osg::Node::NodeMask getDefaultMask();
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static void setDefaultMask(osg::Node::NodeMask mask);
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//! Enables/disables a debug view for this layer, if available.
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void setEnableDebugView(bool value);
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bool getEnableDebugView() const;
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public: // callbacks
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Callback<void(const VisibleLayer*)> onVisibleChanged;
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Callback<void(const VisibleLayer*)> onVisibleRangeChanged;
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Callback<void(const VisibleLayer*)> onOpacityChanged;
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public: // Layer
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virtual Status openImplementation() override;
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protected: // Layer
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virtual void init() override;
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virtual void prepareForRendering(TerrainEngine*) override;
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bool _visibleTiedToOpen = false;
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bool _canSetVisible = true;
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private:
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osg::ref_ptr<osg::Uniform> _opacityU;
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osg::ref_ptr<osg::Uniform> _rangeU;
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osg::ref_ptr<osg::NodeCallback> _noDrawCallback;
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bool _minMaxRangeShaderAdded;
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void initializeUniforms();
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void initializeMinMaxRangeShader();
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void updateNodeMasks();
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};
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using VisibleLayerVector = std::vector<osg::ref_ptr<VisibleLayer>>;
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} // namespace osgEarth
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