OpenSceneGraph/include/osg/Impostor

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
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#ifndef OSG_IMPOSTOR
#define OSG_IMPOSTOR 1
#include <osg/LOD>
#include <osg/ImpostorSprite>
namespace osg {
/** Impostor - is a form of Level Of Detail group node which allows both switching
* between children depending on distance from eye point and image caching.
*
* The principle behind Imposters is that they cache an image of real geometry and then the image is drawn
* in subsequent frames instead of the real geometry. Its a bit like a
* Billboard *but* is updated at runtime and w.r.t view point. By drawing
* just the texture mapped quad you can cut down scene complexity and
* improve performance.
*
* For more details have a look at:
*
* http://grail.cs.washington.edu/projects/hic/
*
* The OSG doesn't implement exactly the same technique as above, but its
* should be a good starting place. The OSG's impostors are much less
* intrusive since you don't need to restructure your whole scene to use
* them.
*
* All you need to do to use Impostors is to set up the visible
* range values for each LOD child of the Impostor, as per osg::LOD,
* and set an Impostor threshold to tell the renderer at what distance
* the Impostor's image caching should cut in. The osg::CullVisitor
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* automatically handles all the setting of pre-rendering stages to
* calculate the required ImpostorSprites (which encapsulates the image
* cache and quad), and updates them as the view point changes. If you
* use osg::SceneView/CullVisitor all the complexity of supporting
* Impostor will be nicely hidden away.
*
* TODO:
* Various improvements are planned for the Impostor-
* 1) Estimation of how many frames an ImpostorSprite will be reused, if
* it won't be used more often than a minimum threshold then do not create
* ImpostorSprite - use the real geometry.
* 2) Sharing of texture memory between ImpostorSprites.
* 3) Simple 3D geometry for ImpostorSprite's rather than Billboarding.
* 4) Shrinking of the ImpostorSprite size to more closely fit the underlying
* geometry.
*/
class SG_EXPORT Impostor : public LOD
{
public :
Impostor();
Impostor(const Impostor& es, const Cloner& cloner=ShallowCopy()):
LOD(es,cloner),
_impostorSpriteList(),
_impostorThreshold(es._impostorThreshold) {}
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META_Node(Impostor);
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typedef std::vector< ref_ptr<ImpostorSprite> > ImpostorSpriteList;
/** Set the Impostor threshold distance.
* For eye points further than this threshold the Imposter is used if appropriate,
* otherwise the LOD children as chosen as per a standard LOD node.*/
inline void setImpostorThreshold(float distance) { _impostorThreshold = distance; }
/** Set the Impostor threshold distance relative to the node's bounding
* sphere's radius.*/
inline void setImpostorThresholdToBound(float ratio=1.0f) { _impostorThreshold = getBound().radius()*ratio; }
/* Get the Impostor threshold distance.*/
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inline const float getImpostorThreshold() const { return _impostorThreshold; }
/* Get the Impostor threshold distance squared.*/
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inline const float getImpostorThreshold2() const { return _impostorThreshold*_impostorThreshold; }
/** Find the ImposterSprite which fits the current eye point best.*/
ImpostorSprite* findBestImpostorSprite(const osg::Vec3& currLocalEyePoint);
/** Add an ImpostorSprite to the Impostor.*/
void addImpostorSprite(ImpostorSprite* is);
/** Get the list of ImpostorSprites attached to this Impostor.*/
inline ImpostorSpriteList& getImpostorSpriteList() { return _impostorSpriteList; }
/** Get a const list of ImpostorSprites attached to this const Impostor.*/
inline const ImpostorSpriteList& getImpostorSpriteList() const { return _impostorSpriteList; }
protected :
virtual ~Impostor() {}
virtual const bool computeBound() const;
ImpostorSpriteList _impostorSpriteList;
float _impostorThreshold;
};
};
#endif