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C++ ImageLayer::getUID方法代码示例

本文整理汇总了C++中ImageLayer::getUID方法的典型用法代码示例。如果您正苦于以下问题:C++ ImageLayer::getUID方法的具体用法?C++ ImageLayer::getUID怎么用?C++ ImageLayer::getUID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::getUID方法的10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: Depth

// Generates the main shader code for rendering the terrain.
void
MPTerrainEngineNode::updateState()
{
    if ( _batchUpdateInProgress )
    {
        _stateUpdateRequired = true;
    }
    else
    {
        if ( _elevationTextureUnit < 0 && elevationTexturesRequired() )
        {
            getResources()->reserveTextureImageUnit( _elevationTextureUnit, "MP Engine Elevation" );
        }

        osg::StateSet* terrainStateSet = getTerrainStateSet();
        
        // required for multipass tile rendering to work
        terrainStateSet->setAttributeAndModes(
            new osg::Depth(osg::Depth::LEQUAL, 0, 1, true) );

        // activate standard mix blending.
        terrainStateSet->setAttributeAndModes( 
            new osg::BlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA),
            osg::StateAttribute::ON );

        // install shaders, if we're using them.
        if ( Registry::capabilities().supportsGLSL() )
        {
            VirtualProgram* vp = new VirtualProgram();
            vp->setName( "osgEarth.engine_mp.TerrainNode" );
            terrainStateSet->setAttributeAndModes( vp, osg::StateAttribute::ON );

            // bind the vertex attributes generated by the tile compiler.
            vp->addBindAttribLocation( "oe_terrain_attr",  osg::Drawable::ATTRIBUTE_6 );
            vp->addBindAttribLocation( "oe_terrain_attr2", osg::Drawable::ATTRIBUTE_7 );

            Shaders package;

            package.replace( "$MP_PRIMARY_UNIT",   Stringify() << _primaryUnit );
            package.replace( "$MP_SECONDARY_UNIT", Stringify() << (_secondaryUnit>=0?_secondaryUnit:0) );

            package.define( "MP_USE_BLENDING", (_terrainOptions.enableBlending() == true) );

            package.loadFunction( vp, package.VertexModel );
            package.loadFunction( vp, package.VertexView );
            package.loadFunction( vp, package.Fragment );
            

            // terrain background color; negative means use the vertex color.
            Color terrainColor = _terrainOptions.color().getOrUse( Color(1,1,1,-1) );
            terrainStateSet->addUniform(new osg::Uniform("oe_terrain_color", terrainColor));

            
            // 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"
                    "$COLOR_FILTER_HEAD"
                    "void oe_mp_apply_filters(inout vec4 color) \n"
                    "{ \n"
                        "$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( terrainStateSet );
                            }
                            cf_body << I << "}\n";
                            ifStarted = true;
                        }
                    }
                }
//.........这里部分代码省略.........
开发者ID:Displacer,项目名称:osgearth,代码行数:101,代码来源:MPTerrainEngineNode.cpp

示例2: Depth


//.........这里部分代码省略.........
                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 );
                }
            }

            // binding for the terrain texture
            terrainStateSet->getOrCreateUniform( 
                "oe_layer_tex", osg::Uniform::SAMPLER_2D )->set( _primaryUnit );

            // binding for the secondary texture (for LOD blending)
            terrainStateSet->getOrCreateUniform(
开发者ID:aurelien35,项目名称:osgearth,代码行数:67,代码来源:MPTerrainEngineNode.cpp

示例3: Depth


//.........这里部分代码省略.........
            // 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(
                        "oe_rexEngine_applyFilters",
                        fs_colorfilters,
                        ShaderComp::LOCATION_FRAGMENT_COLORING,
                        0.0 );
                }
            }

            // Apply uniforms for sampler bindings:
            OE_DEBUG << LC << "Render Bindings:\n";
开发者ID:rmk177,项目名称:osgearth,代码行数:67,代码来源:RexTerrainEngineNode.cpp

示例4: while

void
RexTerrainEngineNode::addTileLayer(Layer* tileLayer)
{
    if ( tileLayer && tileLayer->getEnabled() )
    {
        // Install the image layer stateset on this layer.
        // Later we will refactor this into an ImageLayerRenderer or something similar.
        //osg::StateSet* stateSet = tileLayer->getOrCreateStateSet();
        //stateSet->merge(*getSurfaceStateSet());

        ImageLayer* imageLayer = dynamic_cast<ImageLayer*>(tileLayer);
        if (imageLayer)
        {
            // for a shared layer, allocate a shared image unit if necessary.
            if ( imageLayer->isShared() )
            {
                optional<int>& unit = imageLayer->shareImageUnit();
                if ( !unit.isSet() )
                {
                    int temp;
                    if ( getResources()->reserveTextureImageUnit(temp) )
                    {
                        imageLayer->shareImageUnit() = temp;
                        OE_INFO << LC << "Image unit " << temp << " assigned to shared layer " << imageLayer->getName() << std::endl;
                    }
                    else
                    {
                        OE_WARN << LC << "Insufficient GPU image units to share layer " << imageLayer->getName() << std::endl;
                    }
                }

                // Build a sampler binding for the shared layer.
                if ( unit.isSet() )
                {
                    // Find the next empty SHARED slot:
                    unsigned newIndex = SamplerBinding::SHARED;
                    while (_renderBindings[newIndex].isActive())
                        ++newIndex;

                    // Put the new binding there:
                    SamplerBinding& newBinding = _renderBindings[newIndex];
                    newBinding.usage()       = SamplerBinding::SHARED;
                    newBinding.sourceUID()   = imageLayer->getUID();
                    newBinding.unit()        = unit.get();
                    newBinding.samplerName() = imageLayer->shareTexUniformName().get();
                    newBinding.matrixName()  = imageLayer->shareTexMatUniformName().get();

                    OE_INFO << LC 
                        << " .. Sampler=\"" << newBinding.samplerName() << "\", "
                        << "Matrix=\"" << newBinding.matrixName() << ", "
                        << "unit=" << newBinding.unit() << "\n";
                }
            }
        }

        else
        {
            // non-image tile layer. Keep track of these..
        }

        refresh();
    }
}
开发者ID:,项目名称:,代码行数:63,代码来源:

示例5: Depth


//.........这里部分代码省略.........
            {
                // 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(
                        "oe_rexEngine_applyFilters",
                        fs_colorfilters,
                        ShaderComp::LOCATION_FRAGMENT_COLORING,
                        0.6 );
                }
            }

            // Apply uniforms for sampler bindings:
            OE_DEBUG << LC << "Render Bindings:\n";
开发者ID:,项目名称:,代码行数:67,代码来源:

示例6: BlendFunc


//.........这里部分代码省略.........
            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();
                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:,项目名称:,代码行数:66,代码来源:

示例7: contourLayer

osg::Node*
OSGTileFactory::createPopulatedTile(const MapFrame&  mapf, 
                                    Terrain*         terrain, 
                                    const TileKey&   key, 
                                    bool             wrapInPagedLOD, 
                                    bool             fallback, 
                                    bool&            validData )
{
    const MapInfo& mapInfo = mapf.getMapInfo();
    bool isPlateCarre = !mapInfo.isGeocentric() && mapInfo.isGeographicSRS();

    typedef std::vector<GeoImageData> GeoImageDataVector;
    GeoImageDataVector image_tiles;

    // Collect the image layers
    bool empty_map = mapf.imageLayers().size() == 0 && mapf.elevationLayers().size() == 0;

    // Create the images for the tile
    for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i )
    {
        ImageLayer* layer = i->get();
        GeoImageData imageData;

        // Only try to create images if the key is valid
        if ( layer->isKeyValid( key ) )
        {
            imageData._image = layer->createImage( key );
            imageData._layerUID = layer->getUID();
            imageData._imageTileKey = key;
        }

        // always push images, even it they are empty, so that the image_tiles vector is one-to-one
        // with the imageLayers() vector.
        image_tiles.push_back( imageData );
    }

    bool hasElevation = false;

    //Create the heightfield for the tile
    osg::ref_ptr<osg::HeightField> hf;
    if ( mapf.elevationLayers().size() > 0 )
    {
        mapf.getHeightField( key, false, hf, 0L, _terrainOptions.elevationInterpolation().value());     
    }

    //If we are on the first LOD and we couldn't get a heightfield tile, just create an empty one.  Otherwise you can run into the situation
    //where you could have an inset heightfield on one hemisphere and the whole other hemisphere won't show up.
    if ( mapInfo.isGeocentric() && key.getLevelOfDetail() <= 1 && !hf.valid())
    {
        hf = createEmptyHeightField( key );
    }
    hasElevation = hf.valid();

    //Determine if we've created any images
    unsigned int numValidImages = 0;
    for (unsigned int i = 0; i < image_tiles.size(); ++i)
    {
        if (image_tiles[i]._image.valid()) numValidImages++;
    }


    //If we couldn't create any imagery or heightfields, bail out
    if (!hf.valid() && (numValidImages == 0) && !empty_map)
    {
        OE_DEBUG << LC << "Could not create any imagery or heightfields for " << key.str() <<".  Not building tile" << std::endl;
        validData = false;

        //If we're not asked to fallback on previous LOD's and we have no data, return NULL
        if (!fallback)
        {
            return NULL;
        }
    }
    else
    {
        validData = true;
    }

    //Try to interpolate any missing image layers from parent tiles
    for (unsigned int i = 0; i < mapf.imageLayers().size(); i++ )
    {
        if (!image_tiles[i]._image.valid())
        {
            if (mapf.getImageLayerAt(i)->isKeyValid(key))
            {
                //If the key was valid and we have no image, then something possibly went wrong with the image creation such as a server being busy.
                createValidGeoImage(mapf.getImageLayerAt(i), key, image_tiles[i]._image, image_tiles[i]._imageTileKey);
            }

            //If we still couldn't create an image, either something is really wrong or the key wasn't valid, so just create a transparent placeholder image
            if (!image_tiles[i]._image.valid())
            {
                //If the image is not valid, create an empty texture as a placeholder
                image_tiles[i]._image = GeoImage(ImageUtils::createEmptyImage(), key.getExtent());
                image_tiles[i]._imageTileKey = key;
            }
        }
    }

    //Fill in missing heightfield information from parent tiles
//.........这里部分代码省略.........
开发者ID:hulumogu,项目名称:osgearth,代码行数:101,代码来源:OSGTileFactory.cpp

示例8: if

// called from the UPDATE TRAVERSAL, because this method can potentially alter
// the scene graph.
bool
StreamingTile::serviceCompletedRequests( const MapFrame& mapf, bool tileTableLocked )
{
    //Don't do anything until we have been added to the scene graph
    if (!_hasBeenTraversed) return false;

    bool tileModified = false;

    if ( !_requestsInstalled )
        return false;

    // First service the tile generator:
    if ( _tileGenRequest.valid() && _tileGenRequest->isCompleted() )
    {
        CustomTerrainTechnique* tech = dynamic_cast<CustomTerrainTechnique*>( getTerrainTechnique() );
        if ( tech )
        {
            //TODO: consider waiting to apply if there are still more tile updates in the queue.
            if ( _tileUpdates.size() == 0 )
            {
                tileModified = tech->applyTileUpdates();
            }
        }
        _tileGenRequest = 0L;
    }


    // now deal with imagery.
    const LoadingPolicy& lp = getStreamingTerrain()->getLoadingPolicy();

    StreamingTerrainNode* terrain = getStreamingTerrain();

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

        bool checkForFinalImagery = false;

        CustomColorLayer colorLayer;
        if ( getCustomColorLayer( imageLayer->getUID(), colorLayer ) )
        {
            if ( lp.mode() == LoadingPolicy::MODE_PREEMPTIVE )
            {
                // in preemptive mode, always check for the final imagery - there are no intermediate
                // placeholders.
                checkForFinalImagery = true;
            }
            else if (lp.mode() == LoadingPolicy::MODE_SEQUENTIAL && 
                     readyForNewImagery(imageLayer, colorLayer.getLevelOfDetail()) )
            {
                // in sequential mode, we have to incrementally increase imagery resolution by
                // creating placeholders based of parent tiles, one LOD at a time.
                if ( colorLayer.getLevelOfDetail() + 1 < (int)_key.getLevelOfDetail() )
                {
                    // if the parent's image LOD is higher than ours, replace ours with the parent's
                    // since it is a higher-resolution placeholder:
                    if ( _family[Relative::PARENT].getImageLOD(colorLayer.getUID()) > colorLayer.getLevelOfDetail() )
                    {
                        osg::ref_ptr<Tile> parentTile;
                        getStreamingTerrain()->getTile( _family[Relative::PARENT].tileID, parentTile, !tileTableLocked );

                        // Set the color layer to the parent color layer as a placeholder.
                        CustomColorLayer parentColorLayer;
                        if ( parentTile->getCustomColorLayer( colorLayer.getUID(), parentColorLayer ) )
                        {
                            this->setCustomColorLayer( parentColorLayer );
                        }

                        // ... and queue up an update request.
                        queueTileUpdate( TileUpdate::UPDATE_IMAGE_LAYER, colorLayer.getUID() );
                    }
                }
                else
                {
                    // we've gone as far as we can with placeholders; time to check for the
                    // final imagery tile.
                    checkForFinalImagery = true;
                }
            }
        }

        if ( checkForFinalImagery )
        {
            // Then the image requests:
            for( TaskRequestList::iterator itr = _requests.begin(); itr != _requests.end(); )
            {
                bool increment = true;
                TileColorLayerRequest* r = static_cast<TileColorLayerRequest*>( itr->get() );
                //We only care about the current layer we are checking
                if ( r->_layerUID == imageLayer->getUID() )
                {
                    if ( itr->get()->isCompleted() )
                    {
                        if ( r->wasCanceled() )
                        {
                            //Reset the cancelled task to IDLE and give it a new progress callback.
                            r->setState( TaskRequest::STATE_IDLE );
//.........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:StreamingTile.cpp

示例9: updateModels

void
RexTerrainEngineNode::addTileLayer(Layer* tileLayer)
{
    if ( tileLayer && tileLayer->getEnabled() )
    {
        ImageLayer* imageLayer = dynamic_cast<ImageLayer*>(tileLayer);
        if (imageLayer)
        {
            // for a shared layer, allocate a shared image unit if necessary.
            if ( imageLayer->isShared() )
            {
                if (!imageLayer->shareImageUnit().isSet())
                {
                    int temp;
                    if ( getResources()->reserveTextureImageUnit(temp, imageLayer->getName().c_str()) )
                    {
                        imageLayer->shareImageUnit() = temp;
                        //OE_INFO << LC << "Image unit " << temp << " assigned to shared layer " << imageLayer->getName() << std::endl;
                    }
                    else
                    {
                        OE_WARN << LC << "Insufficient GPU image units to share layer " << imageLayer->getName() << std::endl;
                    }
                }

                // Build a sampler binding for the shared layer.
                if ( imageLayer->shareImageUnit().isSet() )
                {
                    // Find the next empty SHARED slot:
                    unsigned newIndex = SamplerBinding::SHARED;
                    while (_renderBindings[newIndex].isActive())
                        ++newIndex;

                    // Put the new binding there:
                    SamplerBinding& newBinding = _renderBindings[newIndex];
                    newBinding.usage()       = SamplerBinding::SHARED;
                    newBinding.sourceUID()   = imageLayer->getUID();
                    newBinding.unit()        = imageLayer->shareImageUnit().get();
                    newBinding.samplerName() = imageLayer->shareTexUniformName().get();
                    newBinding.matrixName()  = imageLayer->shareTexMatUniformName().get();

                    OE_INFO << LC 
                        << "Shared Layer \"" << imageLayer->getName() << "\" : sampler=\"" << newBinding.samplerName() << "\", "
                        << "matrix=\"" << newBinding.matrixName() << "\", "
                        << "unit=" << newBinding.unit() << "\n";
                }
            }
        }

        else
        {
            // non-image tile layer. Keep track of these..
        }

        if (_terrain)
        {
            // Update the existing render models, and trigger a data reload.
            // Later we can limit the reload to an update of only the new data.
            UpdateRenderModels updateModels(_mapFrame);

#if 0
            // This uses the loaddata filter approach which will only request
            // data for one layer. It mostly works but not 100%; see hires-insets
            // as an example. Removing the world layer and re-adding it while
            // zoomed in doesn't result in all tiles reloading. Possibly a
            // synchronization issue.
            ImageLayerVector imageLayers;
            _mapFrame.getLayers(imageLayers);

            if (imageLayers.size() == 1)
                updateModels.setReloadData(true);
            else
                updateModels.layersToLoad().insert(tileLayer->getUID());
#else
            updateModels.setReloadData(true);
#endif

            _terrain->accept(updateModels);
        }
    }
}
开发者ID:,项目名称:,代码行数:81,代码来源:

示例10: 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:


注:本文中的ImageLayer::getUID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。