DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/DrapingTechnique
2024-12-25 07:49:36 +08:00

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C++

/* -*-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_DRAPING_TECHNIQUE
#define OSGEARTH_OVERLAY_DRAPING_TECHNIQUE
#include <osgEarth/Common>
#include <osgEarth/OverlayDecorator>
#include <osgEarth/DrapeableNode>
#include <osgEarth/DrapingCullSet>
#include <osg/TexGenNode>
#include <osg/Uniform>
#include <vector>
namespace osgEarth
{
class MapNode;
class TerrainEngineNode;
}
namespace osgEarth { namespace Util
{
/**
* Projects an overlay scene graph onto the main model.
*
* The OverlayDecorator is automatically installed in the MapNode and is used
* to display ModelLayer's whose "overlay" property is set to true.
*
* This class is similar in scope to osgSim::OverlayNode, but is optimized
* for use with osgEarth and geocentric terrains.
*/
class OSGEARTH_INTERNAL DrapingTechnique : public OverlayTechnique
{
public:
DrapingTechnique();
/**
* Explicity sets the texture unit to use. Note! When you add this class
* to a MapNode, it will automatically allocate a free texture unit; so you
* usually do NOT need to call this method.
*/
void setTextureUnit( int unit );
int getTextureUnit() const { return *_textureUnit; }
/**
* The size (resolution in both directions) of the overlay 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; }
/**
* Whether mipmapping is enabled on the projected overlay texture. Mapmapping
* will improve the visual appearance, but will use more memory, and will affect
* performance for overlays that are dynamic. Mipmapping can slow things down
* a LOT on some GPUs (e.g. Intel GMA)
*/
void setMipMapping( bool value );
bool getMipMapping() const { return _mipmapping; }
/**
* Whether to enable blending on the RTT camera graph. Default = true. You might
* want to disable this is you are draping polygons that cover a very large area
* and curve around the globe; sometimes they suffer from tessellation artifacts
* when draped.
*/
void setOverlayBlending( bool value );
bool getOverlayBlending() const { return _rttBlending; }
/**
* Set the blending function sources to use when overlay blending is true.
* Defaults are GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
*/
void setOverlayBlendingParams(GLenum src, GLenum dst);
/**
* Whether to attach the RTT to camera to the stencil buffer. Default = false.
* Some older cards don't have very good support
*/
void setAttachStencil( bool value );
bool getAttachStencil() const;
/**
* Ratio of near resolution to far resolution when draping. [value >= 1.0]
*/
void setResolutionRatio( float value );
float getResolutionRatio() const;
public: // OverlayTechnique
virtual bool hasData(
OverlayDecorator::TechRTTParams& params) const;
virtual bool optimizeToVisibleBound() const { return true; }
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 ~DrapingTechnique() { }
private:
optional<int> _explicitTextureUnit;
optional<int> _textureUnit;
optional<int> _textureSize;
bool _mipmapping;
bool _rttBlending;
bool _attachStencil;
double _maxFarNearRatio;
GLenum _overlaySource = GL_SRC_ALPHA;
GLenum _overlayDestination = GL_ONE_MINUS_SRC_ALPHA;
mutable std::shared_ptr<DrapingManager> _drapingManager;
std::shared_ptr<DrapingManager>& getDrapingManager() { return _drapingManager; }
friend class osgEarth::MapNode;
struct TechData : public osg::Referenced
{
osg::ref_ptr<osg::Uniform> _texGenUniform;
};
private:
void setUpCamera(OverlayDecorator::TechRTTParams& params);
};
} }
#endif //OSGEARTH_OVERLAY_DRAPING_TECHNIQUE