/usr/include/osgEarth/TerrainEngineNode is in libosgearth-dev 2.7.0+dfsg-2+b3.
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/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2015 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_TERRAIN_ENGINE_NODE_H
#define OSGEARTH_TERRAIN_ENGINE_NODE_H 1
#include <osgEarth/Map>
#include <osgEarth/MapFrame>
#include <osgEarth/Terrain>
#include <osgEarth/TerrainEffect>
#include <osgEarth/TerrainTileNode>
#include <osgEarth/TextureCompositor>
#include <osgEarth/ShaderUtils>
#include <osg/CoordinateSystemNode>
#include <osg/Geode>
#include <osg/NodeCallback>
#define OSGEARTH_ENV_TERRAIN_ENGINE_DRIVER "OSGEARTH_TERRAIN_ENGINE"
namespace osgEarth
{
class TerrainEffect;
/**
* Interface for querying terrain engine feature requirements.
*/
class TerrainEngineRequirements
{
public:
virtual bool elevationTexturesRequired() const =0;
virtual bool normalTexturesRequired() const =0;
virtual bool parentTexturesRequired() const =0;
public:
virtual ~TerrainEngineRequirements() { }
};
/**
* TerrainEngineNode is the base class and interface for map engine implementations.
*
* A map engine lives under a MapNode and is responsible for generating the
* actual geometry representing the Earth.
*/
class OSGEARTH_EXPORT TerrainEngineNode : public osg::CoordinateSystemNode,
public TerrainTileNodeBroker,
public TerrainEngineRequirements
{
public:
/** Gets the map that this engine is rendering. */
const Map* getMap() const { return _map.get(); }
/** Gets the Terrain interface for interacting with the scene graph */
Terrain* getTerrain() { return _terrainInterface.get(); }
const Terrain* getTerrain() const { return _terrainInterface.get(); }
/** Gets the property set in use by this map engine. */
virtual const TerrainOptions& getTerrainOptions() const =0;
/** Accesses the object that keeps track of GPU resources in use */
TextureCompositor* getResources() const;
/** Adds a terrain effect */
void addEffect( TerrainEffect* effect );
/** Removes a terrain effect */
void removeEffect( TerrainEffect* effect );
/**
* Marks the terrain tiles intersecting the provied extent as invalid.
* If the terrain engine supports incremental update, it will reload
* invalid tiles. If not, it will simple regenerate all tiles in the
* terrain (which might be slow).
*/
virtual void invalidateRegion(
const GeoExtent& extent,
unsigned minLevel,
unsigned maxLevel) { }
// See invalidateRegion() above.
void invalidateRegion(const GeoExtent& extent) {
invalidateRegion(extent, 0u, INT_MAX);
}
/** Whether the implementation should generate normal map rasters. */
void requireNormalTextures();
/** Whether the implementation should generate elevation map rasters. */
void requireElevationTextures();
/** Whether the implementation should generate parent color textures. */
void requireParentTextures();
/** Access the stateset used to render the terrain. */
virtual osg::StateSet* getTerrainStateSet() { return getOrCreateStateSet(); }
/** Access the stateset used to render payload data. */
virtual osg::StateSet* getPayloadStateSet() { return getOrCreateStateSet(); }
public: // TerrainEngineRequirements
bool normalTexturesRequired() const { return _requireNormalTextures; }
bool elevationTexturesRequired() const { return _requireElevationTextures; }
bool parentTexturesRequired() const { return _requireParentTextures; }
public:
// adds a callback that will be fired while the terrain engine is building
// a tile node in a background thread.
void addTileNodeCallback(TerrainTileNodeCallback* cb);
void removeTileNodeCallback(TerrainTileNodeCallback* cb);
public: // Runtime properties
/** Sets the scale factor to apply to elevation height values. Default is 1.0
* @deprecated */
void setVerticalScale( float value );
/** Gets the scale factor to apply to elevation height values.
* #deprecated */
float getVerticalScale() const { return _verticalScale; }
public: // deprecated
/** @derepcated Use getResources() instead. */
TextureCompositor* getTextureCompositor() const { return getResources(); }
protected:
TerrainEngineNode();
//TerrainEngineNode( const TerrainEngineNode& rhs, const osg::CopyOp& op =osg::CopyOp::DEEP_COPY_ALL );
virtual ~TerrainEngineNode();
public: // osg::Node overrides
virtual osg::BoundingSphere computeBound() const;
virtual void traverse( osg::NodeVisitor& );
protected: // implementation events
virtual void onVerticalScaleChanged() { }
virtual void onElevationSamplingRatioChanged() { }
protected:
friend class MapNode;
friend class TerrainEngineNodeFactory;
/** Attaches a map to the terrain engine and initialized it.*/
virtual void preInitialize( const Map* map, const TerrainOptions& options );
virtual void postInitialize( const Map* map, const TerrainOptions& options );
// signals that a redraw is needed because something changed.
virtual void requestRedraw();
// Request that the terrain tiles be rebuilt.
virtual void dirtyTerrain();
// allow subclasses direct access for convenience.
osg::ref_ptr<TextureCompositor> _texCompositor;
bool _requireElevationTextures;
bool _requireNormalTextures;
bool _requireParentTextures;
// called by addTileNodeCallback to notify any already-existing nodes
// of the new callback.
virtual void notifyExistingNodes(TerrainTileNodeCallback* cb) { }
public: // TerrainTileNodeBroker
void notifyOfTerrainTileNodeCreation(const TileKey& key, osg::Node* node);
public: // utility
/**
* Utility function that will return an osg::Node representing the geometry
* for a tile key. The node is standalone; it has no ability to load children
* or receive updates.
*/
virtual osg::Node* createTile( const TileKey& key ) =0;
private:
friend struct TerrainEngineNodeCallbackProxy;
friend struct MapNodeMapLayerController;
void ctor();
void onMapInfoEstablished( const MapInfo& mapInfo ); // not virtual!
void onMapModelChanged( const MapModelChange& change );
virtual void updateTextureCombining() { }
private:
struct ImageLayerController : public ImageLayerCallback
{
ImageLayerController( const Map* map, TerrainEngineNode* engine );
void onColorFiltersChanged( ImageLayer* layer );
private:
MapFrame _mapf;
TerrainEngineNode* _engine;
friend class TerrainEngineNode;
};
osg::ref_ptr<ImageLayerController> _imageLayerController;
osg::ref_ptr<const Map> _map;
bool _redrawRequired;
float _verticalScale;
osg::ref_ptr<Terrain> _terrainInterface;
unsigned _dirtyCount;
enum InitStage {
INIT_NONE,
INIT_PREINIT_COMPLETE,
INIT_POSTINIT_COMPLETE
};
InitStage _initStage;
typedef std::vector<osg::ref_ptr<TerrainEffect> > TerrainEffectVector;
TerrainEffectVector effects_;
typedef std::vector<osg::ref_ptr<TerrainTileNodeCallback> > TerrainTileNodeCallbackVector;
TerrainTileNodeCallbackVector _tileNodeCallbacks;
mutable Threading::Mutex _tileNodeCallbacksMutex;
public:
/** Access a typed effect. */
template<typename T>
T* getEffect() {
for(TerrainEffectVector::iterator i = effects_.begin(); i != effects_.end(); ++i ) {
T* e = dynamic_cast<T*>(i->get());
if ( e ) return e;
}
return 0L;
}
};
/**
* Factory class for creating terrain engine instances.
*/
class TerrainEngineNodeFactory
{
public:
static TerrainEngineNode* create( Map* map, const TerrainOptions& options );
};
/**
* Base class for a node that "decorates" the terrain engine node within a map node.
*/
class TerrainDecorator : public osg::Group
{
public:
virtual void onInstall( TerrainEngineNode* engine );
virtual void onUninstall( TerrainEngineNode* engine );
protected:
virtual ~TerrainDecorator();
};
} // namespace osgEarth
#endif // OSGEARTH_TERRAIN_ENGINE_NODE_H
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