Files
OpenSceneGraph/examples/osgterrain/ShaderTerrain.cpp
2014-11-26 13:36:28 +00:00

146 lines
3.2 KiB
C++

#include <osgTerrain/Layer>
#include <osgTerrain/TerrainTile>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Program>
#include <osg/Uniform>
#include <osg/io_utils>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgDB/FileUtils>
#include "ShaderTerrain.h"
using namespace osgTerrain;
#if 0
#define LOCK(mutex) OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mutex);
#else
#define LOCK(mutex) /* OpenThreads::Thread::microSleep(1);*/
#endif
/////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// ShaderTerrain
//
ShaderTerrain::ShaderTerrain()
{
// OSG_NOTICE<<"ShaderTerrain::ShaderTerrain()"<<std::endl;
_geometryPool = new GeometryPool;
}
ShaderTerrain::ShaderTerrain(const ShaderTerrain& st,const osg::CopyOp& copyop):
osgTerrain::TerrainTechnique(st, copyop),
_geometryPool(st._geometryPool)
{
// OSG_NOTICE<<"ShaderTerrain::ShaderTerrain(ShaderTerrain&, CopyOp&) "<<_geometryPool.get()<<std::endl;
}
ShaderTerrain::~ShaderTerrain()
{
}
void ShaderTerrain::init(int dirtyMask, bool assumeMultiThreaded)
{
if (!_terrainTile) return;
LOCK(_transformMutex);
++_currentTraversalCount;
#if 0
if (_currentTraversalCount>1)
{
unsigned int val = _currentTraversalCount;
printf("Has a concurrent traversal %i\n",val);
//throw "have concurrent traversal happening";
OpenThreads::Thread::YieldCurrentThread();
}
else
{
printf("Single threaded traversal\n");
}
#endif
//OSG_NOTICE<<"ShaderTerrain::init("<<dirtyMask<<", "<<assumeMultiThreaded<<")"<<std::endl;
_transform = _geometryPool->getTileSubgraph(_terrainTile);
// set tile as no longer dirty.
_terrainTile->setDirtyMask(0);
--_currentTraversalCount;
}
void ShaderTerrain::update(osgUtil::UpdateVisitor* uv)
{
LOCK(_transformMutex);
if (_terrainTile) _terrainTile->osg::Group::traverse(*uv);
if (_transform.valid()) _transform->accept(*uv);
}
void ShaderTerrain::cull(osgUtil::CullVisitor* cv)
{
LOCK(_transformMutex);
if (_transform.valid()) _transform->accept(*cv);
}
void ShaderTerrain::traverse(osg::NodeVisitor& nv)
{
if (!_terrainTile) return;
// if app traversal update the frame count.
if (nv.getVisitorType()==osg::NodeVisitor::UPDATE_VISITOR)
{
// if (_terrainTile->getDirty()) _terrainTile->init(_terrainTile->getDirtyMask(), false);
osgUtil::UpdateVisitor* uv = dynamic_cast<osgUtil::UpdateVisitor*>(&nv);
if (uv)
{
update(uv);
return;
}
}
else if (nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)
{
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
if (cv)
{
cull(cv);
return;
}
}
{
LOCK(_transformMutex);
if (_transform.valid())
{
_transform->accept(nv);
}
}
}
void ShaderTerrain::cleanSceneGraph()
{
}
void ShaderTerrain::releaseGLObjects(osg::State* state) const
{
// LOCK(_transformMutex);
if (_transform.valid())
{
// OSG_NOTICE<<"ShaderTerrain::releaseGLObjects()"<<std::endl;
_transform->releaseGLObjects(state);
}
}