eac3dc1963
of these are public APIs and therefore will break linkage to existing shared libraries." Note from Robert Osfield, updated wrappers.
153 lines
6.0 KiB
C++
153 lines
6.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library 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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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGTERRAIN_GEOMETRYTECHNIQUE
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#define OSGTERRAIN_GEOMETRYTECHNIQUE 1
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#include <osg/MatrixTransform>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osgTerrain/TerrainTechnique>
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namespace osgTerrain {
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class OSGTERRAIN_EXPORT TerrainGeometry : public osg::Drawable
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{
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public:
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TerrainGeometry();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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TerrainGeometry(const TerrainGeometry& geometry,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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virtual osg::Object* cloneType() const { return new TerrainGeometry(); }
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new TerrainGeometry(*this,copyop); }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const TerrainGeometry*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osgTerrain"; }
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virtual const char* className() const { return "TerrainGeometry"; }
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void setVertices(osg::Vec3Array* vertices) { _vertices.first = vertices; }
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osg::Vec3Array* getVertices() { return _vertices.first.get(); }
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const osg::Vec3Array* getVertices() const { return _vertices.first.get(); }
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void setNormals(osg::Vec3Array* normals) { _normals.first = normals; }
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osg::Vec3Array* getNormals() { return _normals.first.get(); }
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const osg::Vec3Array* getNormals() const { return _normals.first.get(); }
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void setColors(osg::Vec4Array* colors) { _colors.first = colors; }
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osg::Vec4Array* getColors() { return _colors.first.get(); }
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const osg::Vec4Array* getColors() const { return _colors.first.get(); }
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void setTexCoords(unsigned int unit, osg::Array* array) { _texcoords.resize(unit+1); _texcoords[unit].first = array; }
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osg::Array* getTexCoords(unsigned int unit) { return _texcoords[unit].first.get(); }
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const osg::Array* getTexCoords(unsigned int unit) const { return _texcoords[unit].first.get(); }
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void addPrimitiveSet(osg::PrimitiveSet* primitiveSet) { _primitiveSets.push_back(primitiveSet); }
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osg::PrimitiveSet* getPrimitiveSet(unsigned int i) { return _primitiveSets[i].get(); }
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const osg::PrimitiveSet* getPrimitiveSet(unsigned int i) const { return _primitiveSets[i].get(); }
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unsigned int getNumPrimitiveSets() const { return _primitiveSets.size(); }
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virtual osg::BoundingBox computeBound() const;
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/** Draw Geometry directly ignoring an OpenGL display list which could be attached.
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* This is the internal draw method which does the drawing itself,
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* and is the method to override when deriving from Geometry for user-drawn objects.
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*/
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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protected:
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typedef osg::Geometry::PrimitiveSetList PrimitiveSetList;
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typedef std::pair< osg::ref_ptr<osg::Array>, GLvoid*> ArrayData;
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typedef std::pair< osg::ref_ptr<osg::FloatArray>, GLvoid*> FloatArrayData;
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typedef std::pair< osg::ref_ptr<osg::Vec2Array>, GLvoid*> Vec2ArrayData;
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typedef std::pair< osg::ref_ptr<osg::Vec3Array>, GLvoid*> Vec3ArrayData;
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typedef std::pair< osg::ref_ptr<osg::Vec4Array>, GLvoid*> Vec4ArrayData;
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typedef std::vector< ArrayData > TexCoordsList;
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Vec3ArrayData _vertices;
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Vec3ArrayData _normals;
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Vec4ArrayData _colors;
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TexCoordsList _texcoords;
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PrimitiveSetList _primitiveSets;
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};
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class OSGTERRAIN_EXPORT GeometryTechnique : public TerrainTechnique
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{
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public:
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GeometryTechnique();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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GeometryTechnique(const GeometryTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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virtual void init();
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virtual void update(osgUtil::UpdateVisitor* nv);
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virtual void cull(osgUtil::CullVisitor* nv);
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virtual void cleanSceneGraph();
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virtual void dirty();
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void setFilterBias(float filterBias);
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float getFilterBias() const { return _filterBias; }
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void setFilterWidth(float filterWidth);
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float getFilterWidth() const { return _filterWidth; }
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void setFilterMatrix(const osg::Matrix3& matrix);
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osg::Matrix3& getFilterMatrix() { return _filterMatrix; }
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const osg::Matrix3& getFilterMatrix() const { return _filterMatrix; }
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enum FilterType
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{
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GAUSSIAN,
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SMOOTH,
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SHARPEN
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};
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void setFilterMatrixAs(FilterType filterType);
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protected:
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virtual ~GeometryTechnique();
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osg::ref_ptr<osg::MatrixTransform> _transform;
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osg::ref_ptr<osg::Geode> _geode;
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osg::ref_ptr<TerrainGeometry> _terrainGeometry;
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osg::ref_ptr<osg::Geometry> _geometry;
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float _filterBias;
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osg::ref_ptr<osg::Uniform> _filterBiasUniform;
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float _filterWidth;
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osg::ref_ptr<osg::Uniform> _filterWidthUniform;
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osg::Matrix3 _filterMatrix;
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osg::ref_ptr<osg::Uniform> _filterMatrixUniform;
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};
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}
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#endif
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