git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14533 16af8721-9629-0410-8352-f15c8da7e697
146 lines
3.2 KiB
C++
146 lines
3.2 KiB
C++
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#include <osgTerrain/Layer>
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#include <osgTerrain/TerrainTile>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Program>
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#include <osg/Uniform>
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#include <osg/io_utils>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgDB/FileUtils>
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#include "ShaderTerrain.h"
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using namespace osgTerrain;
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#if 0
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#define LOCK(mutex) OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mutex);
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#else
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#define LOCK(mutex) /* OpenThreads::Thread::microSleep(1);*/
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#endif
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/////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// ShaderTerrain
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//
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ShaderTerrain::ShaderTerrain()
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{
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// OSG_NOTICE<<"ShaderTerrain::ShaderTerrain()"<<std::endl;
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_geometryPool = new GeometryPool;
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}
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ShaderTerrain::ShaderTerrain(const ShaderTerrain& st,const osg::CopyOp& copyop):
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osgTerrain::TerrainTechnique(st, copyop),
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_geometryPool(st._geometryPool)
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{
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// OSG_NOTICE<<"ShaderTerrain::ShaderTerrain(ShaderTerrain&, CopyOp&) "<<_geometryPool.get()<<std::endl;
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}
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ShaderTerrain::~ShaderTerrain()
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{
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}
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void ShaderTerrain::init(int dirtyMask, bool assumeMultiThreaded)
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{
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if (!_terrainTile) return;
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LOCK(_transformMutex);
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++_currentTraversalCount;
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#if 0
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if (_currentTraversalCount>1)
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{
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unsigned int val = _currentTraversalCount;
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printf("Has a concurrent traversal %i\n",val);
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//throw "have concurrent traversal happening";
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OpenThreads::Thread::YieldCurrentThread();
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}
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else
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{
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printf("Single threaded traversal\n");
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}
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#endif
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//OSG_NOTICE<<"ShaderTerrain::init("<<dirtyMask<<", "<<assumeMultiThreaded<<")"<<std::endl;
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_transform = _geometryPool->getTileSubgraph(_terrainTile);
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// set tile as no longer dirty.
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_terrainTile->setDirtyMask(0);
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--_currentTraversalCount;
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}
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void ShaderTerrain::update(osgUtil::UpdateVisitor* uv)
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{
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LOCK(_transformMutex);
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if (_terrainTile) _terrainTile->osg::Group::traverse(*uv);
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if (_transform.valid()) _transform->accept(*uv);
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}
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void ShaderTerrain::cull(osgUtil::CullVisitor* cv)
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{
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LOCK(_transformMutex);
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if (_transform.valid()) _transform->accept(*cv);
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}
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void ShaderTerrain::traverse(osg::NodeVisitor& nv)
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{
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if (!_terrainTile) return;
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// if app traversal update the frame count.
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if (nv.getVisitorType()==osg::NodeVisitor::UPDATE_VISITOR)
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{
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// if (_terrainTile->getDirty()) _terrainTile->init(_terrainTile->getDirtyMask(), false);
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osgUtil::UpdateVisitor* uv = dynamic_cast<osgUtil::UpdateVisitor*>(&nv);
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if (uv)
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{
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update(uv);
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return;
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}
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}
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else if (nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR)
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
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if (cv)
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{
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cull(cv);
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return;
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}
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}
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{
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LOCK(_transformMutex);
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if (_transform.valid())
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{
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_transform->accept(nv);
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}
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}
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}
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void ShaderTerrain::cleanSceneGraph()
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{
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}
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void ShaderTerrain::releaseGLObjects(osg::State* state) const
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{
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// LOCK(_transformMutex);
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if (_transform.valid())
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{
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// OSG_NOTICE<<"ShaderTerrain::releaseGLObjects()"<<std::endl;
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_transform->releaseGLObjects(state);
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}
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}
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