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/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2013 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_TEXTURE_COMPOSITOR_H
#define OSGEARTH_TEXTURE_COMPOSITOR_H 1
#include <osgEarth/Common>
#include <osgEarth/GeoData>
#include <osgEarth/ThreadingUtils>
#include <osgEarth/TerrainOptions>
#include <osg/StateSet>
#include <osg/Program>
namespace osgEarth
{
class ImageLayer;
class TileKey;
struct MapModelChange;
/**
* Tracks the usage of texture slots and their rendering order for a map.
*
* A "slot" is a home for a texture layer. For example, in a multitexturing setup, a
* slot corresponds to a texture image unit in the hardware. In a texture_array setup,
* a slot is one "slice" of the texture array.
*
* A single layer can occupy more than one slot. (Specifically, this is the case when
* LOD Blending is enabled on that layer -- the layer will require 2 slots in order to
* blend the images together in the shader.) In this case, we refer to the first slot
* as the "primary" slot, and any additional slots belonging to the same layer as
* "secondary" slots.
*/
class OSGEARTH_EXPORT TextureLayout
{
public:
// vector of texture slots, each slot containing the UID of the image layer in that slot
// or -1 if the slot is empty.
typedef std::vector<UID> TextureSlotVector;
// rendering order of texture slots- each element is an index into the TextureSlotVector.
typedef std::vector<int> RenderOrderVector;
public:
TextureLayout();
/** dtor */
virtual ~TextureLayout() { }
/**
* Gets a texture slot corresponding to the layer UID. There may be more than one,
* the "which" parameter allows you to select one in particular. You can also limit
* the number of slots to search.
*/
int getSlot( UID layerUID, unsigned which =0, unsigned maxSlotsToSearch =~0 ) const;
/** Gets the render order index of the layer with the given UID */
int getOrder( UID layerUID ) const;
/** Gets the index of the highest populated slot. */
int getMaxUsedSlot() const;
/** Whether the indicated slot is available for use */
bool isSlotAvailable( int slot ) const;
/** Accesses a vector that maps layer UIDs to texture slots. */
const TextureSlotVector& getTextureSlots() const { return _slots; }
/** Access a vector that specifies the rendering order of texture slots. */
const RenderOrderVector& getRenderOrder() const { return _order; }
/** Returns "true" if the layout contains at least one secondary slot allocation. */
bool containsSecondarySlots( unsigned maxSlotsToSearch = ~0) const;
/** whether LOD blending is enabled on a layer */
bool isBlendingEnabled( UID layerUID ) const;
protected:
friend class TextureCompositor;
void applyMapModelChange(
const MapModelChange& change,
bool reserveSeconarySlotIfNecessary,
bool disableLodBlending );
void setReservedSlots( const std::set<int>& reservedSlots );
protected:
TextureSlotVector _slots;
RenderOrderVector _order;
bool _textureImageUnitPerSlot;
std::set<int> _reservedSlots;
std::map<UID,bool> _lodBlending;
void assignPrimarySlot( ImageLayer* layer, int index );
void assignSecondarySlot( ImageLayer* layer );
};
//-----------------------------------------------------------------------
/**
* Base interface for a particular texture composition implementation
*
* TODO: document these methods
*/
class OSGEARTH_EXPORT TextureCompositorTechnique : public osg::Referenced
{
public:
virtual bool requiresUnitTextureSpace() const =0;
virtual bool usesShaderComposition() const =0;
virtual bool blendingRequiresSecondarySlot() const { return false; }
virtual bool supportsLayerUpdate() const { return false; }
virtual void updateMasterStateSet( osg::StateSet* stateSet, const TextureLayout& layout ) const { }
virtual GeoImage prepareImage( const GeoImage& image, const GeoExtent& tileExtent ) const { return image; }
virtual GeoImage prepareSecondaryImage( const GeoImage& image, const GeoExtent& tileExtent ) const { return image; }
virtual void applyLayerUpdate( osg::StateSet* stateSet, UID layerUID, const GeoImage& preparedImage, const TileKey& tileKey, const TextureLayout& layout, osg::StateSet* parentStateSet ) const { }
virtual void applyLayerRemoval( osg::StateSet* stateSet, UID layerUID ) const { }
virtual osg::Shader* createSamplerFunction(
UID layerUID,
const std::string& functionName,
osg::Shader::Type type,
const TextureLayout& layout ) const { return 0L; }
};
//-----------------------------------------------------------------------
/**
* Utility class that composites texture data for use by a terrain engine.
*/
class OSGEARTH_EXPORT TextureCompositor : public osg::Referenced
{
public:
/**
* Constructs a new compositor.
*/
TextureCompositor( const TerrainOptions& options );
/** dtor */
virtual ~TextureCompositor() { }
/**
* Sets a custom technique to use.
*/
void setTechnique( TextureCompositorTechnique* tech );
/**
* Gets the actual technique selected by the compositor. This might not be the same
* as the requested technique, since it will validate against system capabilities and
* automatically "fall back" on lesser techniques if necessary.
*/
const TerrainOptions::CompositingTechnique& getTechnique() const { return _tech; }
/**
* Applies a map model change action to the texture layout contained within this compositor.
* You should call this any time the map model change happens.
*/
void applyMapModelChange( const MapModelChange& change );
/**
* Returns true if the compositor implementation supports the ability to update an individual
* image layer (via prepareLayerUpdate and applyLayerUpdate).
*/
bool supportsLayerUpdate() const;
/**
* Prepares a new image for incorporation into the texture composite. Usually you will call this
* method when you are updating a single layer AFTER having originally created the stateset
* (via createStateSet). It is safe to call this method from any thread. You can thereafter take
* the result and pass it to updateLayer. These two methods are separated so that you can call
* this one from any thread (it is guaranteed to be thread-safe) and then use updateLayer to
* updaet a live scene graph if necessary.
*/
GeoImage prepareImage( const GeoImage& image, const GeoExtent& tileExtent ) const;
/**
* Like prepareImage, but prepares it for use as a secondary texture (for LOD blending).
*/
GeoImage prepareSecondaryImage( const GeoImage& image, const GeoExtent& tileExtent ) const;
/**
* Updates a stateset's texture composition with an image. Typically this will be the image
* returned from prepareImage(), but it doesn't have to be. Note: if the stateset is live in
* the scene graph, be sure to only call this method from UPDATE trav.
*/
void applyLayerUpdate(
osg::StateSet* stateSet,
UID layerUID,
const GeoImage& preparedImage,
const TileKey& tileKey,
osg::StateSet* parentStateSet ) const;
/**
* Updates a stateset's texture composition based on the information that a layer has been
* removed.
*/
void applyLayerRemoval( osg::StateSet* stateSet, UID layerUID ) const;
/**
* Assigns a texture coordinate array to a geometry, putting it in the proper
* texture slot according to the compositor's layout.
*/
void assignTexCoordArray(
osg::Geometry* geom,
UID layerUID,
osg::Vec2Array* texCoords ) const;
/**
* Whether the texture composition technique uses a single, unit (0..1) texture coordinate
* space (true), or a separate texture coordinate space per layer (false). This provides a
* hint to whomever is generating the texture coordinates as to what they need to do to
* support the current technique.
*/
bool requiresUnitTextureSpace() const;
/**
* Whether the composition technique uses GLSL shader composition.
*/
bool usesShaderComposition() const;
/**
* Updates a state set with attributes required to support the technique.
* Call this whenever the composition of the image layer stack changes in order to update
* applicable global uniforms, texture attributes, and so forth.
*/
void updateMasterStateSet( osg::StateSet* stateSet ) const;
/**
* Requests a texture image unit that is not in use, and marks is as reserved. You can release
* the reserved texture image unit by calling releaseTextureImageUnit().
*/
bool reserveTextureImageUnit( int& out_unit );
/**
* Releases a reserved texture image unit previously returned by reserveTextureImageUnit.
*/
void releaseTextureImageUnit( int unit );
/**
* Gets the rendering order of the layer with the specified UID.
*/
int getRenderOrder( UID layerUID ) const;
/**
* Creates a shader component that implements texture sampling for the layer with
* the specified layer UID. You can use this is a custom shader to sample texels from
* one of osgEarth's Map image layers.
*
* vec4 function_name()
*/
osg::Shader* createSamplerFunction( UID layerUID, const std::string& functionName, osg::Shader::Type type ) const;
/**
* Gets the terrain options for this TextureCompositor
*/
TerrainOptions& getOptions() { return _options;}
private:
void init();
OpenThreads::Mutex _initMutex;
TerrainOptions::CompositingTechnique _tech;
TerrainOptions _options;
bool _forceTech;
osg::ref_ptr<osg::Program> _program;
osg::ref_ptr<TextureCompositorTechnique> _impl;
TextureLayout _layout;
Threading::ReadWriteMutex _layoutMutex;
std::set<int> _reservedUnits;
};
}
#endif // OSGEARTH_TEXTURE_COMPOSITOR_H
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