162 lines
5.7 KiB
C++
162 lines
5.7 KiB
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
|