117 lines
3.7 KiB
C++
117 lines
3.7 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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#include <osgTerrain/Locator>
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namespace osgTerrain {
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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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META_Object(osgTerrain, GeometryTechnique);
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virtual void init(int dirtyMask, bool assumeMultiThreaded);
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virtual Locator* computeMasterLocator();
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virtual void update(osgUtil::UpdateVisitor* nv);
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virtual void cull(osgUtil::CullVisitor* nv);
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/** Traverse the terain subgraph.*/
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virtual void traverse(osg::NodeVisitor& nv);
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virtual void cleanSceneGraph();
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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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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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protected:
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virtual ~GeometryTechnique();
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class BufferData : public osg::Referenced
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{
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public:
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BufferData() {}
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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<osg::Geometry> _geometry;
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protected:
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~BufferData() {}
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};
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virtual osg::Vec3d computeCenterModel(BufferData& buffer, Locator* masterLocator);
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virtual void generateGeometry(BufferData& buffer, Locator* masterLocator, const osg::Vec3d& centerModel);
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virtual void applyColorLayers(BufferData& buffer);
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virtual void applyTransparency(BufferData& buffer);
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OpenThreads::Mutex _writeBufferMutex;
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osg::ref_ptr<BufferData> _currentBufferData;
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osg::ref_ptr<BufferData> _newBufferData;
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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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