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C++ ImageLayer::getEnabled方法代码示例

本文整理汇总了C++中ImageLayer::getEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ ImageLayer::getEnabled方法的具体用法?C++ ImageLayer::getEnabled怎么用?C++ ImageLayer::getEnabled使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ImageLayer的用法示例。


在下文中一共展示了ImageLayer::getEnabled方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Job

TileBuilder::Job*
TileBuilder::createJob( const TileKey& key, Threading::MultiEvent& semaphore )
{
    Job* job = new Job( key, _map );

    // create the image layer tasks:
    for( ImageLayerVector::const_iterator i = job->_mapf.imageLayers().begin(); i != job->_mapf.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();

        if ( layer->getEnabled() && layer->isKeyValid(key) )
        {
            ParallelTask<BuildColorLayer>* j = new ParallelTask<BuildColorLayer>( &semaphore );
            j->init( key, layer, job->_mapf.getMapInfo(), _terrainOptions, job->_repo );
            j->setPriority( -(float)key.getLevelOfDetail() );
            job->_tasks.push_back( j );
        }
    }

    // If we have elevation layers, start an elevation job as well. Otherwise just create an
    // empty one while we're waiting for the images to load.
    if ( job->_mapf.elevationLayers().size() > 0 )
    {
        ParallelTask<BuildElevLayer>* ej = new ParallelTask<BuildElevLayer>( &semaphore );
        ej->init( key, job->_mapf, _terrainOptions, job->_repo );
        ej->setPriority( -(float)key.getLevelOfDetail() );
        job->_tasks.push_back( ej );
    }

    return job;
}
开发者ID:2php,项目名称:osgearth,代码行数:31,代码来源:TileBuilder.cpp

示例2: TileModel

void
TileModelFactory::createTileModel(const TileKey&           key, 
                                  const MapFrame&          frame,
                                  bool                     accumulate,
                                  osg::ref_ptr<TileModel>& out_model,
                                  ProgressCallback*        progress)
{

    osg::ref_ptr<TileModel> model = new TileModel( frame.getRevision(), frame.getMapInfo() );

    model->_useParentData = _terrainReqs->parentTexturesRequired();

    model->_tileKey = key;
    model->_tileLocator = GeoLocator::createForKey(key, frame.getMapInfo());

    OE_START_TIMER(fetch_imagery);

    // Fetch the image data and make color layers.
    unsigned index = 0;
    unsigned order = 0;
    for( ImageLayerVector::const_iterator i = frame.imageLayers().begin(); i != frame.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();

        if ( layer->getEnabled() && layer->isKeyInRange(key) )
        {
            BuildColorData build;
            build.init( key, layer, order, frame.getMapInfo(), _terrainOptions, _liveTiles.get(), model.get() );

            bool addedToModel = build.execute(progress);
            if ( addedToModel )
            {
                // only bump the order if we added something to the data model.
                order++;
            }
        }
    }

    if (progress)
        progress->stats()["fetch_imagery_time"] += OE_STOP_TIMER(fetch_imagery);

    
    // make an elevation layer.
    OE_START_TIMER(fetch_elevation);
    buildElevation(key, frame, accumulate, _terrainReqs->elevationTexturesRequired(), model.get(), progress);
    if (progress)
        progress->stats()["fetch_elevation_time"] += OE_STOP_TIMER(fetch_elevation);
    
    // make a normal map layer (if necessary)
    if ( _terrainReqs->normalTexturesRequired() )
    {
        OE_START_TIMER(fetch_normalmap);
        buildNormalMap(key, frame, accumulate, model.get(), progress);
        if (progress)
            progress->stats()["fetch_normalmap_time"] += OE_STOP_TIMER(fetch_normalmap);
    }

    // If nothing was added, not even a fallback heightfield, something went
    // horribly wrong. Leave without a tile model. Chances are that a parent tile
    // not not found in the live-tile registry.
    if ( model->_colorData.size() == 0 && !model->_elevationData.getHeightField() )
    {
        return;
    }

    // OK we are making a tile, so if there's no heightfield yet, make an empty one (and mark it
    // as fallback data of course)
    if ( !model->_elevationData.getHeightField() )
    {
        osg::HeightField* hf = HeightFieldUtils::createReferenceHeightField( key.getExtent(), 15, 15 );
        model->_elevationData = TileModel::ElevationData(
            hf,
            GeoLocator::createForKey(key, frame.getMapInfo()),
            true );
    }

    // look up the parent model and cache it.
    osg::ref_ptr<TileNode> parentTile;
    if ( _liveTiles->get(key.createParentKey(), parentTile) )
    {
        model->_parentModel = parentTile->getTileModel();
    }

    out_model = model.release();
}
开发者ID:Brucezhou1979,项目名称:osgearth,代码行数:85,代码来源:TileModelFactory.cpp

示例3: Depth


//.........这里部分代码省略.........
                        new osg::BlendFunc(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO),
                        osg::StateAttribute::OVERRIDE );

                    #ifdef HAVE_OSG_PATCH_PARAMETER
                        landCoverStateSet->setAttributeAndModes( new osg::PatchParameter(3) );
                    #endif
                }
            }

            // assemble color filter code snippets.
            bool haveColorFilters = false;
            {
                // Color filter frag function:
                std::string fs_colorfilters =
                    "#version " GLSL_VERSION_STR "\n"
                    GLSL_DEFAULT_PRECISION_FLOAT "\n"
                    "uniform int oe_layer_uid; \n"
                    "$COLOR_FILTER_HEAD"
                    "void oe_rexEngine_applyFilters(inout vec4 color) \n"
                    "{ \n"
                        "$COLOR_FILTER_BODY"
                    "} \n";

                std::stringstream cf_head;
                std::stringstream cf_body;
                const char* I = "    ";

                // second, install the per-layer color filter functions AND shared layer bindings.
                bool ifStarted = false;
                int numImageLayers = _update_mapf->imageLayers().size();
                for( int i=0; i<numImageLayers; ++i )
                {
                    ImageLayer* layer = _update_mapf->getImageLayerAt(i);
                    if ( layer->getEnabled() )
                    {
                        // install Color Filter function calls:
                        const ColorFilterChain& chain = layer->getColorFilters();
                        if ( chain.size() > 0 )
                        {
                            haveColorFilters = true;
                            if ( ifStarted ) cf_body << I << "else if ";
                            else             cf_body << I << "if ";
                            cf_body << "(oe_layer_uid == " << layer->getUID() << ") {\n";
                            for( ColorFilterChain::const_iterator j = chain.begin(); j != chain.end(); ++j )
                            {
                                const ColorFilter* filter = j->get();
                                cf_head << "void " << filter->getEntryPointFunctionName() << "(inout vec4 color);\n";
                                cf_body << I << I << filter->getEntryPointFunctionName() << "(color);\n";
                                filter->install( surfaceStateSet );
                            }
                            cf_body << I << "}\n";
                            ifStarted = true;
                        }
                    }
                }

                if ( haveColorFilters )
                {
                    std::string cf_head_str, cf_body_str;
                    cf_head_str = cf_head.str();
                    cf_body_str = cf_body.str();

                    replaceIn( fs_colorfilters, "$COLOR_FILTER_HEAD", cf_head_str );
                    replaceIn( fs_colorfilters, "$COLOR_FILTER_BODY", cf_body_str );

                    surfaceVP->setFunction(
开发者ID:rmk177,项目名称:osgearth,代码行数:67,代码来源:RexTerrainEngineNode.cpp

示例4: Depth


//.........这里部分代码省略.........
                "        color = texel*texel.a + color*(1.0-texel.a); \n" // simulate src_alpha, 1-src_alpha blens
                "    else \n" : ""
                ) <<
                "        color = texel; \n"
                "} \n";

            // Color filter frag function:
            std::string fs_colorfilters =
                "#version " GLSL_VERSION_STR "\n"
                GLSL_DEFAULT_PRECISION_FLOAT "\n"
                "uniform int oe_layer_uid; \n"
                "__COLOR_FILTER_HEAD__"
                "void oe_mp_apply_filters(inout vec4 color) \n"
                "{ \n"
                    "__COLOR_FILTER_BODY__"
                "} \n";

            vp->setFunction( "oe_mp_setup_coloring", vs, ShaderComp::LOCATION_VERTEX_MODEL, 0.0 );
            vp->setFunction( "oe_mp_apply_coloring", fs, ShaderComp::LOCATION_FRAGMENT_COLORING, 0.0 );

            // assemble color filter code snippets.
            bool haveColorFilters = false;
            {
                std::stringstream cf_head;
                std::stringstream cf_body;
                const char* I = "    ";

                // second, install the per-layer color filter functions AND shared layer bindings.
                bool ifStarted = false;
                int numImageLayers = _update_mapf->imageLayers().size();
                for( int i=0; i<numImageLayers; ++i )
                {
                    ImageLayer* layer = _update_mapf->getImageLayerAt(i);
                    if ( layer->getEnabled() )
                    {
                        // install Color Filter function calls:
                        const ColorFilterChain& chain = layer->getColorFilters();
                        if ( chain.size() > 0 )
                        {
                            haveColorFilters = true;
                            if ( ifStarted ) cf_body << I << "else if ";
                            else             cf_body << I << "if ";
                            cf_body << "(oe_layer_uid == " << layer->getUID() << ") {\n";
                            for( ColorFilterChain::const_iterator j = chain.begin(); j != chain.end(); ++j )
                            {
                                const ColorFilter* filter = j->get();
                                cf_head << "void " << filter->getEntryPointFunctionName() << "(inout vec4 color);\n";
                                cf_body << I << I << filter->getEntryPointFunctionName() << "(color);\n";
                                filter->install( terrainStateSet );
                            }
                            cf_body << I << "}\n";
                            ifStarted = true;
                        }
                    }
                }

                if ( haveColorFilters )
                {
                    std::string cf_head_str, cf_body_str;
                    cf_head_str = cf_head.str();
                    cf_body_str = cf_body.str();

                    replaceIn( fs_colorfilters, "__COLOR_FILTER_HEAD__", cf_head_str );
                    replaceIn( fs_colorfilters, "__COLOR_FILTER_BODY__", cf_body_str );

                    vp->setFunction( "oe_mp_apply_filters", fs_colorfilters, ShaderComp::LOCATION_FRAGMENT_COLORING, 0.0 );
开发者ID:aurelien35,项目名称:osgearth,代码行数:67,代码来源:MPTerrainEngineNode.cpp

示例5: if


//.........这里部分代码省略.........
            //If the map type is a Geocentric Cube, set the profile to the cube profile.
            _profile = osgEarth::Registry::instance()->getCubeProfile();
        }

        else // CSTYPE_PROJECTED
        {
            if ( userProfile.valid() )
            {
                _profile = userProfile.get();
            }
        }

        // At this point, if we don't have a profile we need to search tile sources until we find one.
        if ( !_profile.valid() )
        {
            Threading::ScopedReadLock lock( _mapDataMutex );

            for( ImageLayerVector::iterator i = _imageLayers.begin(); i != _imageLayers.end() && !_profile.valid(); i++ )
            {
                ImageLayer* layer = i->get();
                if ( layer->getTileSource() )
                {
                    _profile = layer->getTileSource()->getProfile();
                }
            }

            for( ElevationLayerVector::iterator i = _elevationLayers.begin(); i != _elevationLayers.end() && !_profile.valid(); i++ )
            {
                ElevationLayer* layer = i->get();
                if ( layer->getTileSource() )
                {
                    _profile = layer->getTileSource()->getProfile();
                }
            }
        }

        // convert the profile to Plate Carre if necessary.
        if (_profile.valid() &&
            _profile->getSRS()->isGeographic() && 
            getMapOptions().coordSysType() == MapOptions::CSTYPE_PROJECTED )
        {
            OE_INFO << LC << "Projected display with geographic SRS; activating Plate Carre mode" << std::endl;
            _profile = _profile->overrideSRS( _profile->getSRS()->createPlateCarreGeographicSRS() );
        }

        // finally, fire an event if the profile has been set.
        if ( _profile.valid() )
        {
            OE_INFO << LC << "Map profile is: " << _profile->toString() << std::endl;

            for( MapCallbackList::iterator i = _mapCallbacks.begin(); i != _mapCallbacks.end(); i++ )
            {
                i->get()->onMapInfoEstablished( MapInfo(this) );
            }
        }

        else
        {
            OE_WARN << LC << "Warning, not yet able to establish a map profile!" << std::endl;
        }
    }

    if ( _profile.valid() )
    {
        // tell all the loaded layers what the profile is, as a hint
        {
            Threading::ScopedWriteLock lock( _mapDataMutex );

            for( ImageLayerVector::iterator i = _imageLayers.begin(); i != _imageLayers.end(); i++ )
            {
                ImageLayer* layer = i->get();
                if ( layer->getEnabled() == true )
                {
                    layer->setTargetProfileHint( _profile.get() );
                }
            }

            for( ElevationLayerVector::iterator i = _elevationLayers.begin(); i != _elevationLayers.end(); i++ )
            {
                ElevationLayer* layer = i->get();
                if ( layer->getEnabled() )
                {
                    layer->setTargetProfileHint( _profile.get() );
                }
            }
        }

        // create a "proxy" profile to use when querying elevation layers with a vertical datum
        if ( _profile->getSRS()->getVerticalDatum() != 0L )
        {
            ProfileOptions po = _profile->toProfileOptions();
            po.vsrsString().unset();
            _profileNoVDatum = Profile::create(po);
        }
        else
        {
            _profileNoVDatum = _profile;
        }
    }
}
开发者ID:Geo12,项目名称:osgearth,代码行数:101,代码来源:Map.cpp

示例6: mapf

void
TileBuilder::createTile(const TileKey&      key, 
                        bool                parallelize, 
                        osg::ref_ptr<Tile>& out_tile, 
                        bool&               out_hasRealData,
                        bool&               out_hasLodBlendedLayers )
{
    MapFrame mapf( _map, Map::MASKED_TERRAIN_LAYERS );

    SourceRepo repo;

    // init this to false, then search for real data. "Real data" is data corresponding
    // directly to the key, as opposed to fallback data, which is derived from a lower
    // LOD key.
    out_hasRealData = false;
    out_hasLodBlendedLayers = false;

    const MapInfo& mapInfo = mapf.getMapInfo();

    // If we need more than one layer, fetch them in parallel.
    // TODO: change the test based on isKeyValid total.
    if ( parallelize && (mapf.imageLayers().size() + mapf.elevationLayers().size() > 1) )
    {
        // count the valid layers.
        int jobCount = 0;

        for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
        {
            if ( i->get()->isKeyValid( key ) )
                ++jobCount;

            if ( i->get()->getImageLayerOptions().lodBlending() == true )
                out_hasLodBlendedLayers = true;
        }

        if ( mapf.elevationLayers().size() > 0 )
            ++jobCount;

        // A thread job monitoring event:
        Threading::MultiEvent semaphore( jobCount );

        // Start the image layer jobs:
        for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
        {
            ImageLayer* layer = i->get();
            if ( layer->isKeyValid(key) )
            {
                ParallelTask<BuildColorLayer>* j = new ParallelTask<BuildColorLayer>( &semaphore );
                j->init( key, layer, mapInfo, _terrainOptions, repo );
                j->setPriority( -(float)key.getLevelOfDetail() );
                _service->add( j );
            }
        }

        // If we have elevation layers, start an elevation job as well. Otherwise just create an
        // empty one while we're waiting for the images to load.
        if ( mapf.elevationLayers().size() > 0 )
        {
            ParallelTask<BuildElevLayer>* ej = new ParallelTask<BuildElevLayer>( &semaphore );
            ej->init( key, mapf, _terrainOptions, repo );
            ej->setPriority( -(float)key.getLevelOfDetail() );
            _service->add( ej );
        }
        else
        {
            BuildElevLayer build;
            build.init( key, mapf, _terrainOptions, repo );
            build.execute();
        }

        // Wait for all the jobs to finish.
        semaphore.wait();
    }
    
    // Fetch the image data serially:
    else
    {
        // gather all the image layers serially.
        for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
        {
            ImageLayer* layer = i->get();
            //if ( layer->isKeyValid(key) )  // Wrong. no guarantee key is in the same profile.

            if ( layer->getEnabled() )
            {
                BuildColorLayer build;
                build.init( key, layer, mapInfo, _terrainOptions, repo );
                build.execute();

                if ( layer->getImageLayerOptions().lodBlending() == true )
                    out_hasLodBlendedLayers = true;
            }
        }
        
        // make an elevation layer.
        BuildElevLayer build;
        build.init( key, mapf, _terrainOptions, repo );
        build.execute();
    }

//.........这里部分代码省略.........
开发者ID:2php,项目名称:osgearth,代码行数:101,代码来源:TileBuilder.cpp

示例7: CustomElevLayer

void
TileBuilder::finalizeJob(TileBuilder::Job*   job, 
                         osg::ref_ptr<Tile>& out_tile,
                         bool&               out_hasRealData,
                         bool&               out_hasLodBlending)
{
    SourceRepo& repo = job->_repo;

    out_hasRealData = false;
    out_hasLodBlending = false;

    // Bail out now if there's no data to be had.
    if ( repo._colorLayers.size() == 0 && !repo._elevLayer.getHFLayer() )
    {
        return;
    }

    const TileKey& key = job->_key;
    const MapInfo& mapInfo = job->_mapf.getMapInfo();

    // OK we are making a tile, so if there's no heightfield yet, make an empty one.
    if ( !repo._elevLayer.getHFLayer() )
    {
        osg::HeightField* hf = HeightFieldUtils::createReferenceHeightField( key.getExtent(), 8, 8 );
        osgTerrain::HeightFieldLayer* hfLayer = new osgTerrain::HeightFieldLayer( hf );
        hfLayer->setLocator( GeoLocator::createForKey(key, mapInfo) );
        repo._elevLayer = CustomElevLayer( hfLayer, true );
    }

    // Now, if there are any color layers that did not get built, create them with an empty
    // image so the shaders have something to draw.
    osg::ref_ptr<osg::Image> emptyImage;
    osgTerrain::Locator* locator = repo._elevLayer.getHFLayer()->getLocator();

    for( ImageLayerVector::const_iterator i = job->_mapf.imageLayers().begin(); i != job->_mapf.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();

        if ( layer->getEnabled() )
        {
            if ( !layer->isKeyValid(key) )
            {
                if ( !emptyImage.valid() )
                    emptyImage = ImageUtils::createEmptyImage();

                repo.add( CustomColorLayer(
                    i->get(), emptyImage.get(),
                    locator,
                    key.getLevelOfDetail(),
                    key,
                    true ) );
            }

            if ( i->get()->getImageLayerOptions().lodBlending() == true )
                out_hasLodBlending = true;
        }
    }

    // Ready to create the actual tile.
    AssembleTile assemble;
    assemble.init( key, mapInfo, _terrainOptions, repo );
    assemble.execute();

    // Check the results and see if we have any real data.
    for( ColorLayersByUID::const_iterator i = repo._colorLayers.begin(); i != repo._colorLayers.end(); ++i )
    {
        if ( !i->second.isFallbackData() ) 
        {
            out_hasRealData = true;
            break;
        }
    }
    if ( !out_hasRealData && !repo._elevLayer.isFallbackData() )
    {
        out_hasRealData = true;
    }

    out_tile = assemble._tile;
}
开发者ID:2php,项目名称:osgearth,代码行数:79,代码来源:TileBuilder.cpp

示例8: Shader

// Generates the main shader code for rendering the terrain.
void
MPTerrainEngineNode::updateShaders()
{
    if ( _batchUpdateInProgress )
    {
        _shaderUpdateRequired = true;
    }
    else
    {
        osg::StateSet* terrainStateSet = _terrain->getOrCreateStateSet();

        VirtualProgram* vp = new VirtualProgram();
        vp->setName( "engine_mp:TerrainNode" );
        terrainStateSet->setAttributeAndModes( vp, osg::StateAttribute::ON );

        // Vertex shader template:
        std::string vs =
            "#version " GLSL_VERSION_STR "\n"
            GLSL_DEFAULT_PRECISION_FLOAT "\n"
            "varying vec4 osg_FrontColor; \n"
            "varying vec4 osg_FrontSecondaryColor; \n"
            "varying vec4 oe_layer_tc;\n"
            "void osgearth_vert_setupColoring() \n"
            "{ \n"
            "    osg_FrontColor          = gl_Color; \n"
            "    osg_FrontSecondaryColor = vec4(0.0);\n"
            "    oe_layer_tc             = __GL_MULTITEXCOORD__;\n"
            "}\n";

        // Fragment shader template:
        std::string fs =
            "#version " GLSL_VERSION_STR "\n"
            GLSL_DEFAULT_PRECISION_FLOAT "\n"
            "varying vec4      oe_layer_tc; \n"
            "uniform sampler2D oe_layer_tex; \n"
            "uniform int       oe_layer_uid; \n"
            "uniform int       oe_layer_order; \n"
            "uniform float     oe_layer_opacity; \n"
            "__COLOR_FILTER_HEAD__"
            "void osgearth_frag_applyColoring( inout vec4 color ) \n"
            "{ \n"
            "    vec4 texel = texture2D(oe_layer_tex, oe_layer_tc.st);\n"
            "    float alpha = texel.a * oe_layer_opacity; \n"
            "    if (oe_layer_order == 0) \n"
            "        color = vec4(color.rgb * (1.0 - alpha) + (texel.rgb * alpha), 1.0); \n"
            "    else \n"
            "        color = vec4(texel.rgb, color.a * alpha); \n"
            "    __COLOR_FILTER_BODY__"
            "} \n";

        // install the gl_MultiTexCoord* variable that uses the proper texture
        // image unit:
        replaceIn( vs, "__GL_MULTITEXCOORD__", Stringify() << "gl_MultiTexCoord" << _textureImageUnit );

        // assemble color filter code snippets.
        {
            std::stringstream cf_head;
            std::stringstream cf_body;

            // second, install the per-layer color filter functions.
            bool ifStarted = false;
            const char* I = "    ";
            int numImageLayers = _update_mapf->imageLayers().size();
            for( int i=0; i<numImageLayers; ++i )
            {
                ImageLayer* layer = _update_mapf->getImageLayerAt(i);
                if ( layer->getEnabled() )
                {
                    const ColorFilterChain& chain = layer->getColorFilters();
                    if ( chain.size() > 0 )
                    {
                        if ( ifStarted ) cf_body << I << "else if ";
                        else             cf_body << I << "if ";
                        cf_body << "(oe_layer_uid == " << layer->getUID() << ") {\n";
                        for( ColorFilterChain::const_iterator j = chain.begin(); j != chain.end(); ++j )
                        {
                            const ColorFilter* filter = j->get();
                            cf_head << "void " << filter->getEntryPointFunctionName() << "(in int slot, inout vec4 color);\n";
                            cf_body << I << I << filter->getEntryPointFunctionName() << "(" << _textureImageUnit << ", color);\n";
                            filter->install( terrainStateSet );
                        }
                        cf_body << I << "}\n";
                        ifStarted = true;
                    }
                }
            }

            std::string cf_head_str, cf_body_str;
            cf_head_str = cf_head.str();
            cf_body_str = cf_body.str();

            replaceIn( fs, "__COLOR_FILTER_HEAD__", cf_head_str );
            replaceIn( fs, "__COLOR_FILTER_BODY__", cf_body_str );
        }

        vp->setShader(
            "osgearth_vert_setupColoring",
            new osg::Shader( osg::Shader::VERTEX, vs ),
            osg::StateAttribute::ON | osg::StateAttribute::PROTECTED );
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例9: TileModel

void
TileModelFactory::createTileModel(const TileKey&           key, 
                                  const MapFrame&          frame,
                                  osg::ref_ptr<TileModel>& out_model) //,
                                  //bool&                    out_hasRealData)
{

    osg::ref_ptr<TileModel> model = new TileModel( frame.getRevision(), frame.getMapInfo() );
    model->_tileKey = key;
    model->_tileLocator = GeoLocator::createForKey(key, frame.getMapInfo());
    
    // Fetch the image data and make color layers.
    unsigned order = 0;
    for( ImageLayerVector::const_iterator i = frame.imageLayers().begin(); i != frame.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();

        if ( layer->getEnabled() )
        {
            BuildColorData build;
            build.init( key, layer, order, frame.getMapInfo(), _terrainOptions, model.get() );
            
            bool addedToModel = build.execute();
            if ( addedToModel )
            {
                // only bump the order if we added something to the data model.
                order++;
            }
        }
    }

    // make an elevation layer.
    BuildElevationData build;
    build.init( key, frame, _terrainOptions, model.get(), _hfCache );
    build.execute();


    // Bail out now if there's no data to be had.
    if ( model->_colorData.size() == 0 && !model->_elevationData.getHeightField() )
    {
        return;
    }

    // OK we are making a tile, so if there's no heightfield yet, make an empty one (and mark it
    // as fallback data of course)
    if ( !model->_elevationData.getHeightField() )
    {
        osg::HeightField* hf = HeightFieldUtils::createReferenceHeightField( key.getExtent(), 15, 15 );
        model->_elevationData = TileModel::ElevationData(
            hf,
            GeoLocator::createForKey(key, frame.getMapInfo()),
            true );
    }

    // look up the parent model and cache it.
    osg::ref_ptr<TileNode> parentTile;
    if ( _liveTiles->get(key.createParentKey(), parentTile) )
        model->_parentModel = parentTile->getTileModel();

    out_model = model.release();
}
开发者ID:APerennec,项目名称:osgearth,代码行数:61,代码来源:TileModelFactory.cpp

示例10: Depth


//.........这里部分代码省略.........
                }
                if (_terrainOptions.morphTerrain() == true)
                {
                    surfaceStateSet->setDefine("OE_TERRAIN_MORPH_GEOMETRY");
                }
            }

            // assemble color filter code snippets.
            bool haveColorFilters = false;
            {
                // Color filter frag function:
                std::string fs_colorfilters =
                    "#version " GLSL_VERSION_STR "\n"
                    GLSL_DEFAULT_PRECISION_FLOAT "\n"
                    "uniform int oe_layer_uid; \n"
                    "$COLOR_FILTER_HEAD"
                    "void oe_rexEngine_applyFilters(inout vec4 color) \n"
                    "{ \n"
                        "$COLOR_FILTER_BODY"
                    "} \n";

                std::stringstream cf_head;
                std::stringstream cf_body;
                const char* I = "    ";

                // second, install the per-layer color filter functions AND shared layer bindings.
                bool ifStarted = false;
                ImageLayerVector imageLayers;
                _update_mapf->getLayers(imageLayers);

                for( int i=0; i<imageLayers.size(); ++i )
                {
                    ImageLayer* layer = imageLayers.at(i);
                    if ( layer->getEnabled() )
                    {
                        // install Color Filter function calls:
                        const ColorFilterChain& chain = layer->getColorFilters();
                        if ( chain.size() > 0 )
                        {
                            haveColorFilters = true;
                            if ( ifStarted ) cf_body << I << "else if ";
                            else             cf_body << I << "if ";
                            cf_body << "(oe_layer_uid == " << layer->getUID() << ") {\n";
                            for( ColorFilterChain::const_iterator j = chain.begin(); j != chain.end(); ++j )
                            {
                                const ColorFilter* filter = j->get();
                                cf_head << "void " << filter->getEntryPointFunctionName() << "(inout vec4 color);\n";
                                cf_body << I << I << filter->getEntryPointFunctionName() << "(color);\n";
                                filter->install( surfaceStateSet );
                            }
                            cf_body << I << "}\n";
                            ifStarted = true;
                        }
                    }
                }

                if ( haveColorFilters )
                {
                    std::string cf_head_str, cf_body_str;
                    cf_head_str = cf_head.str();
                    cf_body_str = cf_body.str();

                    replaceIn( fs_colorfilters, "$COLOR_FILTER_HEAD", cf_head_str );
                    replaceIn( fs_colorfilters, "$COLOR_FILTER_BODY", cf_body_str );

                    surfaceVP->setFunction(
开发者ID:,项目名称:,代码行数:67,代码来源:

示例11: BlendFunc


//.........这里部分代码省略.........

        // install the gl_MultiTexCoord* variable that uses the proper texture
        // image unit:
        replaceIn( vs, "__GL_MULTITEXCOORD1__", Stringify() << "gl_MultiTexCoord" << _primaryUnit );
        replaceIn( vs, "__GL_MULTITEXCOORD2__", Stringify() << "gl_MultiTexCoord" << _secondaryUnit );

        vp->setFunction( "oe_mp_setup_coloring", vs, ShaderComp::LOCATION_VERTEX_MODEL, 0.0 );

        if ( _terrainOptions.premultipliedAlpha() == true )
            vp->setFunction( "oe_mp_apply_coloring_pma", fs_pma, ShaderComp::LOCATION_FRAGMENT_COLORING, 0.0 );
        else
            vp->setFunction( "oe_mp_apply_coloring", fs, ShaderComp::LOCATION_FRAGMENT_COLORING, 0.0 );


        // assemble color filter code snippets.
        bool haveColorFilters = false;
        {
            std::stringstream cf_head;
            std::stringstream cf_body;
            const char* I = "    ";

            if ( _terrainOptions.premultipliedAlpha() == true )
            {
                // un-PMA the color before passing it to the color filters.
                cf_body << I << "if (color.a > 0.0) color.rgb /= color.a; \n";
            }

            // second, install the per-layer color filter functions AND shared layer bindings.
            bool ifStarted = false;
            int numImageLayers = _update_mapf->imageLayers().size();
            for( int i=0; i<numImageLayers; ++i )
            {
                ImageLayer* layer = _update_mapf->getImageLayerAt(i);
                if ( layer->getEnabled() )
                {
                    // install Color Filter function calls:
                    const ColorFilterChain& chain = layer->getColorFilters();
                    if ( chain.size() > 0 )
                    {
                        haveColorFilters = true;
                        if ( ifStarted ) cf_body << I << "else if ";
                        else             cf_body << I << "if ";
                        cf_body << "(oe_layer_uid == " << layer->getUID() << ") {\n";
                        for( ColorFilterChain::const_iterator j = chain.begin(); j != chain.end(); ++j )
                        {
                            const ColorFilter* filter = j->get();
                            cf_head << "void " << filter->getEntryPointFunctionName() << "(inout vec4 color);\n";
                            cf_body << I << I << filter->getEntryPointFunctionName() << "(color);\n";
                            filter->install( terrainStateSet );
                        }
                        cf_body << I << "}\n";
                        ifStarted = true;
                    }
                }
            }

            if ( _terrainOptions.premultipliedAlpha() == true )
            {
                // re-PMA the color after it passes through the color filters.
                cf_body << I << "color.rgb *= color.a; \n";
            }

            if ( haveColorFilters )
            {
                std::string cf_head_str, cf_body_str;
                cf_head_str = cf_head.str();
开发者ID:,项目名称:,代码行数:67,代码来源:

示例12: mapf

void
TileModelFactory::createTileModel(const TileKey&           key, 
                                  osg::ref_ptr<TileModel>& out_model,
                                  bool&                    out_hasRealData,
                                  bool&                    out_hasLodBlendedLayers )
{
    MapFrame mapf( _map, Map::MASKED_TERRAIN_LAYERS );
    
    const MapInfo& mapInfo = mapf.getMapInfo();

    osg::ref_ptr<TileModel> model = new TileModel();
    model->_tileKey = key;
    model->_tileLocator = GeoLocator::createForKey(key, mapInfo);

    // init this to false, then search for real data. "Real data" is data corresponding
    // directly to the key, as opposed to fallback data, which is derived from a lower
    // LOD key.
    out_hasRealData = false;
    out_hasLodBlendedLayers = false;
    
    // Fetch the image data and make color layers.
    for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();

        if ( layer->getEnabled() )
        {
            BuildColorData build;
            build.init( key, layer, mapInfo, _terrainOptions, model.get() );
            build.execute();

            if ( layer->getImageLayerOptions().lodBlending() == true )
            {
                out_hasLodBlendedLayers = true;
            }
        }
    }

    // make an elevation layer.
    BuildElevationData build;
    build.init( key, mapf, _terrainOptions, model.get(), _hfCache );
    build.execute();


    // Bail out now if there's no data to be had.
    if ( model->_colorData.size() == 0 && !model->_elevationData.getHFLayer() )
    {
        return;
    }

    // OK we are making a tile, so if there's no heightfield yet, make an empty one.
    if ( !model->_elevationData.getHFLayer() )
    {
        osg::HeightField* hf = HeightFieldUtils::createReferenceHeightField( key.getExtent(), 8, 8 );
        osgTerrain::HeightFieldLayer* hfLayer = new osgTerrain::HeightFieldLayer( hf );
        hfLayer->setLocator( GeoLocator::createForKey(key, mapInfo) );
        model->_elevationData = TileModel::ElevationData( hfLayer, true );
    }

    // Now, if there are any color layers that did not get built, create them with an empty
    // image so the shaders have something to draw.
    osg::ref_ptr<osg::Image> emptyImage;
    osgTerrain::Locator* locator = model->_elevationData.getHFLayer()->getLocator();

    for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();

        if ( layer->getEnabled() && !layer->isKeyValid(key) )
        {
            if ( !emptyImage.valid() )
                emptyImage = ImageUtils::createEmptyImage();

            model->_colorData[i->get()->getUID()] = TileModel::ColorData(
                layer,
                emptyImage.get(),
                locator,
                key.getLevelOfDetail(),
                key,
                true );
        }
    }

    // Ready to create the actual tile.
    //AssembleTile assemble;
    //assemble.init( key, mapInfo, _terrainOptions, model.get(), mapf.terrainMaskLayers() );
    //assemble.execute();

    // if we're using LOD blending, find and add the parent's state set.
    if ( out_hasLodBlendedLayers && key.getLevelOfDetail() > 0 && _liveTiles.valid() )
    {
        osg::ref_ptr<TileNode> parent;
        if ( _liveTiles->get( key.createParentKey(), parent ) )
        {
            model->_parentStateSet = parent->getPublicStateSet();
        }
    }

    if (!out_hasRealData)
    {
//.........这里部分代码省略.........
开发者ID:JohnDr,项目名称:osgearth,代码行数:101,代码来源:TileModelFactory.cpp

示例13: mapf

void
TerrainEngineNode::updateImageUniforms()
{
    // don't bother if this is a hurting old card
    if ( !Registry::instance()->getCapabilities().supportsGLSL() )
        return;

    // update the layer uniform arrays:
    osg::StateSet* stateSet = this->getOrCreateStateSet();

    // get a copy of the image layer stack:
    MapFrame mapf( _map.get(), Map::IMAGE_LAYERS );

    _imageLayerController->_layerEnabledUniform.detach();
    _imageLayerController->_layerOpacityUniform.detach();
    _imageLayerController->_layerRangeUniform.detach();

#if 0
    if ( _imageLayerController->_layerEnabledUniform.valid() )
        _imageLayerController->_layerEnabledUniform->removeFrom( stateSet );

    if ( _imageLayerController->_layerOpacityUniform.valid() )
        _imageLayerController->_layerOpacityUniform->removeFrom( stateSet );

    if ( _imageLayerController->_layerRangeUniform.valid() )
        _imageLayerController->_layerRangeUniform->removeFrom( stateSet );
#endif

    //stateSet->removeUniform( "osgearth_ImageLayerAttenuation" );
    
    if ( mapf.imageLayers().size() > 0 )
    {
        // the "enabled" uniform is fixed size. this is handy to account for layers that are in flux...i.e., their source
        // layer count has changed, but the shader has not yet caught up. In the future we might use this to disable
        // "ghost" layers that used to exist at a given index, but no longer do.
        
        _imageLayerController->_layerEnabledUniform.attach( "osgearth_ImageLayerEnabled", osg::Uniform::BOOL,  stateSet, 64 );
        _imageLayerController->_layerOpacityUniform.attach( "osgearth_ImageLayerOpacity", osg::Uniform::FLOAT, stateSet, mapf.imageLayers().size() );
        _imageLayerController->_layerRangeUniform.attach  ( "osgearth_ImageLayerRange",   osg::Uniform::FLOAT, stateSet, 2 * mapf.imageLayers().size() );

        //_imageLayerController->_layerEnabledUniform  = new ArrayUniform( osg::Uniform::BOOL,  "osgearth_ImageLayerEnabled", 64 ); //mapf.imageLayers().size() );
        //_imageLayerController->_layerOpacityUniform  = new ArrayUniform( osg::Uniform::FLOAT, "osgearth_ImageLayerOpacity", mapf.imageLayers().size() );
        //_imageLayerController->_layerRangeUniform    = new ArrayUniform( osg::Uniform::FLOAT, "osgearth_ImageLayerRange", 2 * mapf.imageLayers().size() );

        for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
        {
            ImageLayer* layer = i->get();
            int index = (int)(i - mapf.imageLayers().begin());

            _imageLayerController->_layerOpacityUniform.setElement( index, layer->getOpacity() );
            _imageLayerController->_layerEnabledUniform.setElement( index, layer->getEnabled() );
            _imageLayerController->_layerRangeUniform.setElement( (2*index), layer->getImageLayerOptions().minVisibleRange().value() );
            _imageLayerController->_layerRangeUniform.setElement( (2*index)+1, layer->getImageLayerOptions().maxVisibleRange().value() );
        }

        // set the remainder of the layers to disabled 
        for( int j=mapf.imageLayers().size(); j<64; ++j )
            _imageLayerController->_layerEnabledUniform.setElement( j, false );

        //_imageLayerController->_layerOpacityUniform->addTo( stateSet );
        //_imageLayerController->_layerEnabledUniform->addTo( stateSet );
        //_imageLayerController->_layerRangeUniform->addTo( stateSet );
    }
}
开发者ID:hulumogu,项目名称:osgearth,代码行数:64,代码来源:TerrainEngineNode.cpp

示例14: mapf

void
TileModelFactory::createTileModel(const TileKey&           key, 
                                  osg::ref_ptr<TileModel>& out_model,
                                  bool&                    out_hasRealData)
{
    MapFrame mapf( _map, Map::MASKED_TERRAIN_LAYERS );
    
    const MapInfo& mapInfo = mapf.getMapInfo();

    osg::ref_ptr<TileModel> model = new TileModel();
    model->_map         = _map;
    model->_tileKey     = key;
    model->_tileLocator = GeoLocator::createForKey(key, mapInfo);

    // init this to false, then search for real data. "Real data" is data corresponding
    // directly to the key, as opposed to fallback data, which is derived from a lower
    // LOD key.
    out_hasRealData = false;
    
    // Fetch the image data and make color layers.
    unsigned order = 0;
    for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();

        if ( layer->getEnabled() )
        {
            BuildColorData build;
            build.init( key, layer, order, mapInfo, _terrainOptions, model.get() );
            
            bool addedToModel = build.execute();
            if ( addedToModel )
            {
                // only bump the order if we added something to the data model.
                order++;
            }
        }
    }

    // make an elevation layer.
    BuildElevationData build;
    build.init( key, mapf, _terrainOptions, model.get(), _hfCache );
    build.execute();


    // Bail out now if there's no data to be had.
    if ( model->_colorData.size() == 0 && !model->_elevationData.getHeightField() )
    {
        return;
    }

    // OK we are making a tile, so if there's no heightfield yet, make an empty one.
    if ( !model->_elevationData.getHeightField() )
    {
        osg::HeightField* hf = HeightFieldUtils::createReferenceHeightField( key.getExtent(), 8, 8 );
        model->_elevationData = TileModel::ElevationData(
            hf,
            GeoLocator::createForKey(key, mapInfo),
            true );
    }

    if (!out_hasRealData)
    {
        // Check the results and see if we have any real data.
        for( TileModel::ColorDataByUID::const_iterator i = model->_colorData.begin(); i != model->_colorData.end(); ++i )
        {
            if ( !i->second.isFallbackData() ) 
            {
                out_hasRealData = true;
                break;
            }
        }
    }

    if ( !out_hasRealData && !model->_elevationData.isFallbackData() )
    {
        out_hasRealData = true;
    }

    // look up the parent model and cache it.
    osg::ref_ptr<TileNode> parentTile;
    if ( _liveTiles->get(key.createParentKey(), parentTile) )
        model->_parentModel = parentTile->getTileModel();

    out_model = model.release();
}
开发者ID:pka,项目名称:osgearth,代码行数:86,代码来源:TileModelFactory.cpp

示例15: arguments

int
main(int argc, char** argv)
{
    osg::ArgumentParser arguments(&argc,argv);

    // Which filter?
    bool useHSL   = arguments.read("--hsl");
    bool useRGB   = arguments.read("--rgb");
    bool useCMYK  = arguments.read("--cmyk");
    bool useBC    = arguments.read("--bc");
    bool useGamma = arguments.read("--gamma");
    bool useChromaKey = arguments.read("--chromakey");

    if ( !useHSL && !useRGB && !useCMYK && !useBC && !useGamma && !useChromaKey )
    {
        return usage( "Please select one of the filter options!" );
    }

    osgViewer::Viewer viewer(arguments);
    viewer.setCameraManipulator( new EarthManipulator() );

    // load an earth file
    osg::Node* node = MapNodeHelper().load(arguments, &viewer);
    if ( !node )
        return usage( "Unable to load map from earth file!" );
    viewer.setSceneData( node );

    //Create the control panel
    Container* box = createControlPanel(&viewer);
    
    osgEarth::MapNode* mapNode = osgEarth::MapNode::findMapNode( node );
    if ( node )
    {   
        if (mapNode->getMap()->getNumImageLayers() == 0)
        {
            return usage("Please provide a map with at least one image layer.");
        }

        // attach color filter to each layer.
        unsigned numLayers = mapNode->getMap()->getNumImageLayers();
        for( unsigned i=0; i<numLayers; ++i )
        {
            ImageLayer* layer = mapNode->getMap()->getImageLayerAt( i );

            if ( layer->getEnabled() && layer->getVisible() )
            {
                if ( useHSL )
                {
                    HSLColorFilter* filter = new HSLColorFilter();
                    layer->addColorFilter( filter );
                    HSL::addControls( filter, box, i );
                }
                else if ( useRGB )
                {
                    RGBColorFilter* filter = new RGBColorFilter();
                    layer->addColorFilter( filter );
                    RGB::addControls( filter, box, i );
                }
                else if ( useCMYK )
                {
                    CMYKColorFilter* filter = new CMYKColorFilter();
                    layer->addColorFilter( filter );
                    CMYK::addControls( filter, box, i );
                }
                else if ( useBC )
                {
                    BrightnessContrastColorFilter* filter = new BrightnessContrastColorFilter();
                    layer->addColorFilter( filter );
                    BC::addControls( filter, box, i );
                }
                else if ( useGamma )
                {
                    GammaColorFilter* filter = new GammaColorFilter();
                    layer->addColorFilter( filter );
                    GAMMA::addControls( filter, box, i );
                }
                else if ( useChromaKey )
                {
                    ChromaKeyColorFilter* filter = new ChromaKeyColorFilter();
                    layer->addColorFilter( filter );
                    CHROMAKEY::addControls( filter, box , i );
                }
            }
        }
    }
    

    return viewer.run();
}
开发者ID:rhabacker,项目名称:osgearth,代码行数:89,代码来源:osgearth_colorfilter.cpp


注:本文中的ImageLayer::getEnabled方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。