253 lines
9.8 KiB
C++
253 lines
9.8 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_SCREEN_SPACE_LAYOUT_H
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#define OSGEARTH_SCREEN_SPACE_LAYOUT_H 1
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#include <osgEarth/Common>
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#include <osgEarth/Config>
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#include <osgEarth/Color>
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#include <osg/Drawable>
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#include <osgUtil/RenderLeaf>
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#include <limits.h>
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#define OSGEARTH_SCREEN_SPACE_LAYOUT_BIN "osgearth_ScreenSpaceLayoutBin"
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namespace osgEarth
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{
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/**
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* Interface that exposes layout information.
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*/
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class ScreenSpaceLayoutData : public osg::Referenced
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{
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public:
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/** Install and return a LayoutData on a drawable. */
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static ScreenSpaceLayoutData* getOrCreate(osg::Node* drawable) {
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if (!drawable) return 0L;
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ScreenSpaceLayoutData* ld = dynamic_cast<ScreenSpaceLayoutData*>(drawable->getUserData());
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if (!ld) {
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ld = new ScreenSpaceLayoutData();
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drawable->setUserData(ld);
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}
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return ld;
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}
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/** Decluttering priority - FLT_MAX means don't declutter */
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void setPriority(float value) { _priority = value; }
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float getPriority() const { return _priority; }
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/** Offset from geoposition in screen pixels */
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void setPixelOffset(const osg::Vec2s& value) { _pixelOffset = value; }
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const osg::Vec2s& getPixelOffset() const { return _pixelOffset; }
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//! Whether the position is fixed (cannot be moved)
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void setFixed(bool value) { _fixed = value; }
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bool getFixed() const { return _fixed; }
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/** World point for label rotation reference */
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void setAnchorPoint(const osg::Vec3d& value) { _anchorPoint = value; }
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const osg::Vec3d& getAnchorPoint() const { return _anchorPoint; }
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/** Reference point for label rotation reference */
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void setProjPoint(const osg::Vec3d& value) { _refPoint = value; }
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const osg::Vec3d& getProjPoint() const { return _refPoint; }
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//! Fixed screen space rotation angle
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void setRotationDegrees(float value) { _angle_deg = value; }
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float getRotationDegrees() const { return _angle_deg; }
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public:
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float _priority = 0.0f;
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osg::Vec2s _pixelOffset;
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osg::Vec3d _anchorPoint, _refPoint;
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float _angle_deg = 0.0f;
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bool _fixed = false;
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bool _unique = false;
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};
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/**
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* Custom functor that compares two RenderLeaf's and returns TRUE if the left-hand one
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* is higher priority, otherwise FALSE. You can call setDeclutterPriorityFunctor()
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* to set a custom priority-sorting functor.
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*/
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struct DeclutterSortFunctor : public osg::Referenced
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{
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virtual bool operator() ( const osgUtil::RenderLeaf* lhs, const osgUtil::RenderLeaf* rhs ) const =0;
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virtual ~DeclutterSortFunctor() { }
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};
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/**
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* Options to control the annotation decluttering engine.
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*/
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class OSGEARTH_EXPORT ScreenSpaceLayoutOptions : public ConfigOptions
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{
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public:
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enum Technique {
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TECHNIQUE_LABELS,
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TECHNIQUE_CALLOUTS
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};
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ScreenSpaceLayoutOptions( const ConfigOptions& co =ConfigOptions() )
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: ConfigOptions ( co ),
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_minAnimAlpha ( 0.35f ),
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_minAnimScale ( 0.45f ),
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_inAnimTime ( 0.00f ), //0.40f ),
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_outAnimTime ( 0.00f ),
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_sortByPriority ( false ),
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_sortByDistance ( true ),
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_snapToPixel ( false ),
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_maxObjects ( INT_MAX ),
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_renderBinNumber ( 13 ),
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_technique ( TECHNIQUE_LABELS ),
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_leaderLineMaxLen ( 60 ),
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_leaderLineColor ( Color::White ),
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_leaderLineWidth ( 1.0f )
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{
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fromConfig(_conf);
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}
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virtual ~ScreenSpaceLayoutOptions() { }
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/** Alpha value of a fully-occluded object */
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optional<float>& minAnimationAlpha() { return _minAnimAlpha; }
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const optional<float>& minAnimationAlpha() const { return _minAnimAlpha; }
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/** Scale factor of a fully-occluded object */
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optional<float>& minAnimationScale() { return _minAnimScale; }
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const optional<float>& minAnimationScale() const { return _minAnimScale; }
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/** Time (in seconds) for an object to transition from occluded to visible */
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optional<float>& inAnimationTime() { return _inAnimTime; }
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const optional<float>& inAnimationTime() const { return _inAnimTime; }
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/** Time (in seconds) for an object to transition from visible to occluded */
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optional<float>& outAnimationTime() { return _outAnimTime; }
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const optional<float>& outAnimationTime() const { return _outAnimTime; }
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/** If set, activate the ScreenSpaceLayoutData priority-based sorting */
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optional<bool>& sortByPriority() { return _sortByPriority; }
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const optional<bool>& sortByPriority() const { return _sortByPriority; }
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/** If set, activate the ScreenSpaceLayoutData distance-based sorting */
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optional<bool>& sortByDistance() { return _sortByDistance; }
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const optional<bool>& sortByDistance() const { return _sortByDistance; }
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/** Whether to always start rendering text on a pixel boundary, thereby
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* minimizing filtering artifacts. */
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optional<bool>& snapToPixel() { return _snapToPixel; }
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const optional<bool>& snapToPixel() const { return _snapToPixel; }
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/** Maximum number of objects to draw after sorting */
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optional<unsigned>& maxObjects() { return _maxObjects; }
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const optional<unsigned>& maxObjects() const { return _maxObjects; }
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/** Render bin number to use for the screen layout */
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optional<int>& renderOrder() { return _renderBinNumber; }
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const optional<int>& renderOrder() const { return _renderBinNumber; }
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//! Technique to use for drawing
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optional<Technique>& technique() { return _technique; }
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const optional<Technique>& technique() const { return _technique; }
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//! For callouts, the maximum length of a leader line in pixels
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optional<float>& leaderLineMaxLength() { return _leaderLineMaxLen; }
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const optional<float>& leaderLineMaxLength() const { return _leaderLineMaxLen; }
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//! For callouts, the maximum length of a leader line in pixels
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optional<Color>& leaderLineColor() { return _leaderLineColor; }
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const optional<Color>& leaderLineColor() const { return _leaderLineColor; }
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//! For callouts, the width of a leader line in pixels
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optional<float>& leaderLineWidth() { return _leaderLineWidth; }
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const optional<float>& leaderLineWidth() const { return _leaderLineWidth; }
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public:
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Config getConfig() const;
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protected:
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optional<float> _minAnimAlpha;
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optional<float> _minAnimScale;
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optional<float> _inAnimTime;
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optional<float> _outAnimTime;
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optional<bool> _sortByPriority;
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optional<bool> _sortByDistance;
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optional<bool> _snapToPixel;
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optional<unsigned> _maxObjects;
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optional<int> _renderBinNumber;
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optional<Technique> _technique;
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optional<float> _leaderLineMaxLen;
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optional<Color> _leaderLineColor;
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optional<float> _leaderLineWidth;
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void fromConfig( const Config& conf );
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};
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struct OSGEARTH_EXPORT ScreenSpaceLayout
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{
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/**
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* Assigns a stateset to the screen-space layout engine.
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* Drawables rendered while this stateset is active will be projected from
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* scene space to 2D screen space with optional decluttering.
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*/
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static void activate(osg::StateSet* stateSet); //, int binNum =13);
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/**
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* Deactivates the use of the screen-space layout engine for a stateset.
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*/
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static void deactivate(osg::StateSet* stateSet);
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/**
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* Enables or disables decluttering globally.
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*/
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static void setDeclutteringEnabled(bool enabled);
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/**
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* Applies the provided options to the layout engine.
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*/
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static void setOptions(const ScreenSpaceLayoutOptions& options);
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/**
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* Fetches the current layout options
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*/
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static const ScreenSpaceLayoutOptions& getOptions();
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public: // advanced
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/**
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* Sets a functor to use to determine render leaf priority for declutter sorting.
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*/
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static void setSortFunctor( DeclutterSortFunctor* f );
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/**
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* Clears a custom priority functor that was set using setDeclutterPriorityFunctor,
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* reverting to the default behavior (which is to sort by distance from the camera).
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*/
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static void clearSortFunctor();
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// internal
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static bool globallyEnabled;
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};
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} // namespace osgEarth
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#endif //OSGEARTH_SCREEN_SPACE_LAYOUT_H
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