/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library 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 * OpenSceneGraph Public License for more details. */ #ifndef OSGTERRAIN_GEOMETRYTECHNIQUE #define OSGTERRAIN_GEOMETRYTECHNIQUE 1 #include #include #include #include #include namespace osgTerrain { class OSGTERRAIN_EXPORT GeometryTechnique : public TerrainTechnique { public: GeometryTechnique(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ GeometryTechnique(const GeometryTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Object(osgTerrain, GeometryTechnique); virtual void init(int dirtyMask, bool assumeMultiThreaded); virtual Locator* computeMasterLocator(); virtual void update(osgUtil::UpdateVisitor* nv); virtual void cull(osgUtil::CullVisitor* nv); /** Traverse the terain subgraph.*/ virtual void traverse(osg::NodeVisitor& nv); virtual void cleanSceneGraph(); void setFilterBias(float filterBias); float getFilterBias() const { return _filterBias; } void setFilterWidth(float filterWidth); float getFilterWidth() const { return _filterWidth; } void setFilterMatrix(const osg::Matrix3& matrix); osg::Matrix3& getFilterMatrix() { return _filterMatrix; } const osg::Matrix3& getFilterMatrix() const { return _filterMatrix; } enum FilterType { GAUSSIAN, SMOOTH, SHARPEN }; void setFilterMatrixAs(FilterType filterType); /** If State is non-zero, this function releases any associated OpenGL objects for * the specified graphics context. Otherwise, releases OpenGL objects * for all graphics contexts. */ virtual void releaseGLObjects(osg::State* = 0) const; protected: virtual ~GeometryTechnique(); class BufferData : public osg::Referenced { public: BufferData() {} osg::ref_ptr _transform; osg::ref_ptr _geode; osg::ref_ptr _geometry; protected: ~BufferData() {} }; virtual osg::Vec3d computeCenterModel(BufferData& buffer, Locator* masterLocator); virtual void generateGeometry(BufferData& buffer, Locator* masterLocator, const osg::Vec3d& centerModel); virtual void applyColorLayers(BufferData& buffer); virtual void applyTransparency(BufferData& buffer); OpenThreads::Mutex _writeBufferMutex; osg::ref_ptr _currentBufferData; osg::ref_ptr _newBufferData; float _filterBias; osg::ref_ptr _filterBiasUniform; float _filterWidth; osg::ref_ptr _filterWidthUniform; osg::Matrix3 _filterMatrix; osg::ref_ptr _filterMatrixUniform; }; } #endif