WS3.0 : Initial technique to load and render WS3.0 scenery
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simgear/scene/tgdb/VPBTechnique.cxx
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simgear/scene/tgdb/VPBTechnique.cxx
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simgear/scene/tgdb/VPBTechnique.hxx
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simgear/scene/tgdb/VPBTechnique.hxx
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// VPBTechnique.hxx -- VirtualPlanetBuilder Effects technique
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//
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// Copyright (C) 2020 Stuart Buchanan
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef VPBTECHNIQUE
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#define VPBTECHNIQUE 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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#include <simgear/scene/material/EffectGeode.hxx>
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using namespace osgTerrain;
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namespace simgear {
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class VPBTechnique : public TerrainTechnique
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{
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public:
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VPBTechnique();
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VPBTechnique(const SGReaderWriterOptions* options);
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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VPBTechnique(const VPBTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgTerrain, VPBTechnique);
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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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void setOptions(const SGReaderWriterOptions* options);
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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 ~VPBTechnique();
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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<EffectGeode> _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 computeCenter(BufferData& buffer, Locator* masterLocator);
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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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osg::ref_ptr<SGReaderWriterOptions> _options;
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};
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}
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#endif
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