2001-09-20 05:19:47 +08:00
|
|
|
#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
|
2001-10-01 19:15:55 +08:00
|
|
|
* the Impostor's image caching should cut in. The osg::CullVisitor
|
2001-09-20 05:19:47 +08:00
|
|
|
* 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();
|
|
|
|
|
2001-09-22 10:42:08 +08:00
|
|
|
META_Node(Impostor);
|
2001-09-20 05:19:47 +08:00
|
|
|
|
|
|
|
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; }
|
|
|
|
|
2001-10-01 19:15:55 +08:00
|
|
|
/* Get the Impostor threshold distance.*/
|
2001-09-20 05:19:47 +08:00
|
|
|
inline const float getImpostorThreshold() const { return _impostorThreshold; }
|
|
|
|
|
2001-10-01 19:15:55 +08:00
|
|
|
/* Get the Impostor threshold distance squared.*/
|
2001-09-20 05:19:47 +08:00
|
|
|
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
|