/usr/include/osgEarth/TerrainEngineNode is in libosgearth-dev 2.9.0+dfsg-1.
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/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2016 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/TerrainTileModelFactory>
#include <osgEarth/TerrainTileNode>
#include <osgEarth/TerrainEngineRequirements>
#include <osgEarth/TerrainResources>
#include <osgEarth/ShaderUtils>
#include <osgEarth/Progress>
#include <osg/CoordinateSystemNode>
#include <osg/Geode>
#include <osg/NodeCallback>
#include <osgUtil/RenderBin>
#include <set>
#define OSGEARTH_ENV_TERRAIN_ENGINE_DRIVER "OSGEARTH_TERRAIN_ENGINE"
namespace osgUtil {
class CullVisitor;
}
namespace osgEarth
{
class TerrainEffect;
class VirtualProgram;
/**
* Interface for and object that can create a new terrain tile models
*/
class /*interface*/ TerrainEngine
{
public:
/**
* Callback for new node creation.
*/
class NodeCallback : public osg::Referenced
{
public:
virtual void operator()(const TileKey& key, osg::Node* node) =0;
protected:
NodeCallback() { }
virtual ~NodeCallback() { }
};
public:
/**
* Unique ID of this engine.
*/
virtual UID getUID() const =0;
/**
* Creates a new data model for a terrain tile, calling any registered
* CreateTileModelCallbacks before returning the new object.
*
* @param frame Map frame from which to create the new tile model
* @param key Key for which to create the new tile model
* @param layers UIDs of layers to fetch data for; NULL => all layers
* @param progress Optional progress/stats tracking callback
*/
virtual TerrainTileModel* createTileModel(
const MapFrame& frame,
const TileKey& key,
const CreateTileModelFilter& filter,
ProgressCallback* progress ) =0;
/**
* Notify the engine of a completed tile node creation, so it can
* activate callbacks. (This might happen in a pager thread.)
*
* @param key TileKey corresponding to the new Node
* @param node The new terrain node.
*/
virtual void notifyOfTerrainTileNodeCreation(
const TileKey& key,
osg::Node* node) =0;
};
/**
* A callback that lets you customize the computed range for a terrain tile.
* Providing a custom range can let applications better control how paging behaves.
*/
struct ComputeRangeCallback : public osg::Referenced
{
virtual float operator()(osg::Node* node, osg::NodeVisitor& nv) = 0;
};
/**
* 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 TerrainEngine,
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 */
TerrainResources* 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* getSurfaceStateSet() { return getOrCreateStateSet(); }
/** Gets the ComputeRangeCallback for this TerrainEngineNode */
ComputeRangeCallback* getComputeRangeCallback() const;
/** Sets the ComputeRangeCallback for this TerrainEngineNode */
void setComputeRangeCallback(ComputeRangeCallback* computeRangeCallback);
// Request that the terrain tiles be rebuilt.
virtual void dirtyTerrain();
public: // TerrainEngine
TerrainTileModel* createTileModel(
const MapFrame& frame,
const TileKey& key,
const CreateTileModelFilter& filter,
ProgressCallback* progress);
void notifyOfTerrainTileNodeCreation(
const TileKey& key,
osg::Node* node);
public:
/**
* Callback for customizing the TileModel.
*/
class CreateTileModelCallback : public osg::Referenced
{
public:
virtual void onCreateTileModel(
TerrainEngineNode* engine,
TerrainTileModel* model) = 0;
};
/**
* Adds a TileModel creation callback, so you can add custom data
* to the TileModel after it's created.
*/
void addCreateTileModelCallback(CreateTileModelCallback* callback);
void removeCreateTileModelCallback(CreateTileModelCallback* callback);
public: // TerrainEngineRequirements
bool normalTexturesRequired() const { return _requireNormalTextures; }
bool elevationTexturesRequired() const { return _requireElevationTextures; }
bool parentTexturesRequired() const { return _requireParentTextures; }
bool elevationBorderRequired() const { return _requireElevationBorder; }
bool fullDataAtFirstLodRequired() const { return _requireFullDataAtFirstLOD; }
protected:
TerrainEngineNode();
virtual ~TerrainEngineNode();
public: // osg::Node overrides
virtual osg::BoundingSphere computeBound() const;
virtual void traverse( osg::NodeVisitor& );
protected:
friend class MapNode;
friend class TerrainEngineNodeFactory;
virtual void setMap(const Map* map, const TerrainOptions& options);
// signals that a redraw is needed because something changed.
virtual void requestRedraw();
// Request the state setup be refreshed because something has changed that requires new
// shaders, state, etc.
virtual void dirtyState() { }
osg::ref_ptr<TerrainResources> _textureResourceTracker;
bool _requireElevationTextures;
bool _requireNormalTextures;
bool _requireParentTextures;
bool _requireElevationBorder;
bool _requireFullDataAtFirstLOD;
// called by addTileNodeCallback to notify any already-existing nodes
// of the new callback.
virtual void notifyExistingNodes(TerrainEngine::NodeCallback* cb) { }
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.
*
* TODO: deprecate in favor of a separate utility for creating simple
* geometry out of a TerrainTileModel. -gw
*/
virtual osg::Node* createTile(const TileKey& key) =0;
//! Flags that affect the createTile behavior.
enum CreateTileFlags
{
CREATE_TILE_INCLUDE_TILES_WITH_MASKS = 1,
CREATE_TILE_INCLUDE_TILES_WITHOUT_MASKS = 2,
CREATE_TILE_DEFAULT_FLAGS = ~0 /* all */
};
/**
* Utility for creating standalone tile geometry from a tile model.
* Note: experimental.
* @param model Tile model for which to build a tile
* @param flags OR of the CreateTileFlags enums
* @param referenceLOD If non-zero, adjust the vertex dimensions of the returned tile
* to match this LOD. Example: ask for a tile at tileKey.lod=15, tile is 17x17.
* Specific a referenceLOD=16, tile will be 33x33.
*/
virtual osg::Node* createTile(
const TerrainTileModel* model,
int createTileFlags =CREATE_TILE_DEFAULT_FLAGS,
unsigned referenceLOD =0u) { return 0L; }
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;
bool _updateScheduled;
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<TerrainEngine::NodeCallback> > NodeCallbackVector;
NodeCallbackVector _tileNodeCallbacks;
mutable Threading::Mutex _tileNodeCallbacksMutex;
typedef std::vector<osg::ref_ptr<CreateTileModelCallback> > CreateTileModelCallbacks;
CreateTileModelCallbacks _createTileModelCallbacks;
mutable Threading::ReadWriteMutex _createTileModelCallbacksMutex;
osg::ref_ptr<TerrainTileModelFactory> _tileModelFactory;
osg::ref_ptr<ComputeRangeCallback> _computeRangeCallback;
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(const TerrainOptions& options );
};
} // namespace osgEarth
#endif // OSGEARTH_TERRAIN_ENGINE_NODE_H
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