136 lines
4.8 KiB
C++
136 lines
4.8 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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* 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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#ifndef OSGEARTH_DRAW_INSTANCED_H
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#define OSGEARTH_DRAW_INSTANCED_H 1
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#include <osgEarth/Common>
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#include <osgEarth/Containers>
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#include <osgEarth/VirtualProgram>
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#include <osg/NodeVisitor>
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#include <osg/Drawable>
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#include <osg/Geometry>
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#include <osg/TextureBuffer>
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/**
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* Some utilities to support *DrawInstanced rendering.
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*/
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namespace osgEarth { namespace Util
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{
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using namespace osgEarth;
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namespace DrawInstanced
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{
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class OSGEARTH_EXPORT InstanceGeometry : public osg::Geometry
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{
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public:
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InstanceGeometry();
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InstanceGeometry(const osg::Geometry& geometry);
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InstanceGeometry(const InstanceGeometry&, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Node(osgEarth::Util::DrawInstanced, InstanceGeometry);
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//! Positioning matrices for each instance.
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//! NOTE that each matrix includes an embedded object ID - do not use it directly;
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//! call decodeMatrix() to extract it.
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const std::vector< osg::Matrixf >& getMatrices() const;
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void setMatrices(const std::vector< osg::Matrixf >& matrices);
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//! Decodes an encoded matrix into one you can use for math.
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static osg::Matrixf decodeMatrix(const osg::Matrixf& matrix);
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//! A mesh comprising all geometry instances; you can use this for intersection
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//! or bounds testing
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osg::Geometry* getProxyGeometry() const {
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return _mesh;
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}
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public: // osg::Geometry
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bool supports(const osg::PrimitiveFunctor& f) const override { return true; }
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void accept(osg::PrimitiveFunctor& f) const override;
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bool supports(const osg::PrimitiveIndexFunctor& f) const override { return true; }
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void accept(osg::PrimitiveIndexFunctor& f) const override;
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osg::BoundingBox computeBoundingBox() const override;
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private:
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std::vector<osg::Matrixf> _matrices;
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osg::ref_ptr<osg::Geometry> _mesh;
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};
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/**
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* Visitor that converts all the primitive sets in a graph to use
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* instanced draw calls.
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* Called by convertGraphToUseDrawInstanced().
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*/
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class OSGEARTH_EXPORT ConvertToDrawInstanced : public osg::NodeVisitor
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{
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public:
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/**
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* Create the visitor that will convert primitive sets to draw
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* <num> instances.
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*/
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ConvertToDrawInstanced(
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unsigned numInstances,
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bool optimize,
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osg::TextureBuffer* tbo,
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int firstTboUnit);
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void apply(osg::Drawable&);
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void apply(osg::LOD&);
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void apply(osg::Node&);
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public:
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int getTextureImageUnit() const { return _tboUnit; }
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protected:
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unsigned _numInstances;
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bool _optimize;
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std::list<osg::PrimitiveSet*> _primitiveSets;
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osg::TextureBuffer* _tbo;
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int _tboUnit;
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osg::ref_ptr<osg::Drawable::ComputeBoundingBoxCallback> _bboxComputer;
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};
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/**
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* Creates a virtual shader program that implements DrawInstanced rendering.
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* You should prepare the scene graph first by calling
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* convertGraphToUseDrawInstanced().
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* @return false If instancing is not available
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*/
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extern OSGEARTH_EXPORT bool install(osg::StateSet* stateset);
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extern OSGEARTH_EXPORT void remove (osg::StateSet* stateset);
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/**
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* Processes a scene graph and converts all the top-level MatrixTransform
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* nodes into shader uniforms that can be used with the VirtualProgram
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* created by createDrawInstacedShaders.
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* NOTE: You must also call install(StateSet) to activate instancing.
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* @return false If instancing is not available
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*/
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extern OSGEARTH_EXPORT bool convertGraphToUseDrawInstanced(
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osg::Group* graph );
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}
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} }
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#endif // OSGEARTH_DRAW_INSTANCED_H
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