/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_IMPOSTOR #define OSG_IMPOSTOR 1 #include #include #include 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 * 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 CopyOp& copyop=CopyOp::SHALLOW_COPY): LOD(es,copyop), _impostorThreshold(es._impostorThreshold) {} META_Node(osg, Impostor); typedef std::vector< ref_ptr > 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.*/ inline float getImpostorThreshold() const { return _impostorThreshold; } /* Get the Impostor threshold distance squared.*/ inline float getImpostorThreshold2() const { return _impostorThreshold*_impostorThreshold; } /** Find the ImposterSprite which fits the current eye point best.*/ ImpostorSprite* findBestImpostorSprite(unsigned int contextID, const osg::Vec3& currLocalEyePoint) const; /** Add an ImpostorSprite to the Impostor.*/ void addImpostorSprite(unsigned int contextID, ImpostorSprite* is); /** Get the list of ImpostorSprites attached to this Impostor.*/ inline ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) { return _impostorSpriteListBuffer[contexID]; } /** Get a const list of ImpostorSprites attached to this const Impostor.*/ inline const ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) const { return _impostorSpriteListBuffer[contexID]; } protected : virtual ~Impostor() {} virtual bool computeBound() const; mutable buffered_object _impostorSpriteListBuffer; float _impostorThreshold; }; } #endif