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121 lines
4.9 KiB
121 lines
4.9 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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* |
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* This library is open source and may be redistributed and/or modified under |
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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* (at your option) any later version. The full license is in LICENSE file |
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* included with this distribution, and on the openscenegraph.org website. |
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* |
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* This library is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* OpenSceneGraph Public License for more details. |
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*/ |
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#ifndef OSGSIM_IMPOSTOR |
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#define OSGSIM_IMPOSTOR 1 |
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#include <osg/LOD> |
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#include <osg/buffered_value> |
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#include <osgUtil/CullVisitor> |
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#include <osgSim/ImpostorSprite> |
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namespace osgSim { |
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/** Impostor - is a form of Level Of Detail group node which allows both switching |
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* between children depending on distance from eye point and image caching. |
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* |
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* The principle behind Imposters is that they cache an image of real geometry and then the image is drawn |
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* in subsequent frames instead of the real geometry. It's a bit like a |
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* Billboard *but* is updated at runtime and w.r.t view point. By drawing |
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* just the texture mapped quad you can cut down scene complexity and |
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* improve performance. |
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* |
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* For more details have a look at: |
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* |
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* http://grail.cs.washington.edu/projects/hic/ |
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* |
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* The OSG doesn't implement exactly the same technique as above, but its |
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* should be a good starting place. The OSG's impostors are much less |
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* intrusive since you don't need to restructure your whole scene to use |
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* them. |
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* |
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* All you need to do to use Impostors is to set up the visible |
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* range values for each LOD child of the Impostor, as per osg::LOD, |
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* and set an Impostor threshold to tell the renderer at what distance |
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* the Impostor's image caching should cut in. The osg::CullVisitor |
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* automatically handles all the setting of pre-rendering stages to |
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* calculate the required ImpostorSprites (which encapsulates the image |
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* cache and quad), and updates them as the view point changes. If you |
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* use osg::SceneView/CullVisitor all the complexity of supporting |
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* Impostor will be nicely hidden away. |
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* |
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* TODO: |
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* Various improvements are planned for the Impostor- |
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* 1) Estimation of how many frames an ImpostorSprite will be reused, if |
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* it won't be used more often than a minimum threshold then do not create |
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* ImpostorSprite - use the real geometry. |
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* 2) Sharing of texture memory between ImpostorSprites. |
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* 3) Simple 3D geometry for ImpostorSprite's rather than Billboarding. |
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* 4) Shrinking of the ImpostorSprite size to more closely fit the underlying |
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* geometry. |
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*/ |
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class OSGSIM_EXPORT Impostor : public osg::LOD |
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{ |
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public : |
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Impostor(); |
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Impostor(const Impostor& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY): |
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osg::LOD(es,copyop), |
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_impostorThreshold(es._impostorThreshold) {} |
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META_Node(osgSim, Impostor); |
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virtual void traverse(osg::NodeVisitor& nv); |
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typedef std::vector< osg::ref_ptr<ImpostorSprite> > ImpostorSpriteList; |
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/** Set the Impostor threshold distance. |
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* For eye points further than this threshold the Imposter is used if appropriate, |
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* otherwise the LOD children as chosen as per a standard LOD node. |
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*/ |
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inline void setImpostorThreshold(float distance) { _impostorThreshold = distance; } |
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/* Get the Impostor threshold distance. */ |
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inline float getImpostorThreshold() const { return _impostorThreshold; } |
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/** Set the Impostor threshold distance relative to the node's bounding |
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* sphere's radius. |
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*/ |
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inline void setImpostorThresholdToBound(float ratio=1.0f) { _impostorThreshold = getBound().radius()*ratio; } |
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/** Find the ImposterSprite which fits the current eye point best. */ |
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ImpostorSprite* findBestImpostorSprite(unsigned int contextID, const osg::Vec3& currLocalEyePoint) const; |
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/** Add an ImpostorSprite to the Impostor. */ |
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void addImpostorSprite(unsigned int contextID, ImpostorSprite* is); |
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/** Get the list of ImpostorSprites attached to this Impostor. */ |
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inline ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) { return _impostorSpriteListBuffer[contexID]; } |
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/** Get a const list of ImpostorSprites attached to this const Impostor. */ |
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inline const ImpostorSpriteList& getImpostorSpriteList(unsigned int contexID) const { return _impostorSpriteListBuffer[contexID]; } |
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virtual osg::BoundingSphere computeBound() const; |
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protected : |
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virtual ~Impostor() {} |
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mutable osg::buffered_object<ImpostorSpriteList> _impostorSpriteListBuffer; |
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ImpostorSprite* createImpostorSprite(osgUtil::CullVisitor* cv); |
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float _impostorThreshold; |
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}; |
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} |
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#endif
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