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C++ ImageLayerVector::size方法代码示例

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


在下文中一共展示了ImageLayerVector::size方法的7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: VBox

void
MapNodeHelper::parse(MapNode*             mapNode,
                     osg::ArgumentParser& args,
                     osgViewer::View*     view,
                     osg::Group*          root,
                     Control*             userControl ) const
{
    // this is a dubious move.
    if ( !root )
        root = mapNode;

    // options to use for the load
    osg::ref_ptr<osgDB::Options> dbOptions = Registry::instance()->cloneOrCreateOptions();

    // parse out custom example arguments first:
    bool useSky        = args.read("--sky");
    bool useOcean      = args.read("--ocean");
    bool useMGRS       = args.read("--mgrs");
    bool useDMS        = args.read("--dms");
    bool useDD         = args.read("--dd");
    bool useCoords     = args.read("--coords") || useMGRS || useDMS || useDD;
    bool useOrtho      = args.read("--ortho");
    bool useAutoClip   = args.read("--autoclip");

    float ambientBrightness = 0.2f;
    args.read("--ambientBrightness", ambientBrightness);

    std::string kmlFile;
    args.read( "--kml", kmlFile );

    std::string imageFolder;
    args.read( "--images", imageFolder );

    std::string imageExtensions;
    args.read("--image-extensions", imageExtensions);

    // install a canvas for any UI controls we plan to create:
    ControlCanvas* canvas = ControlCanvas::get(view, false);

    Container* mainContainer = canvas->addControl( new VBox() );
    mainContainer->setAbsorbEvents( true );
    mainContainer->setBackColor( Color(Color::Black, 0.8) );
    mainContainer->setHorizAlign( Control::ALIGN_LEFT );
    mainContainer->setVertAlign( Control::ALIGN_BOTTOM );

    // install the user control:
    if ( userControl )
        mainContainer->addControl( userControl );

    // look for external data in the map node:
    const Config& externals = mapNode->externalConfig();

    const Config& skyConf         = externals.child("sky");
    const Config& oceanConf       = externals.child("ocean");
    const Config& annoConf        = externals.child("annotations");
    const Config& declutterConf   = externals.child("decluttering");
    Config        viewpointsConf  = externals.child("viewpoints");

    // some terrain effects.
    const Config& normalMapConf   = externals.child("normal_map");
    const Config& detailTexConf   = externals.child("detail_texture");
    const Config& lodBlendingConf = externals.child("lod_blending");
    const Config& vertScaleConf   = externals.child("vertical_scale");
    const Config& contourMapConf  = externals.child("contour_map");

    // backwards-compatibility: read viewpoints at the top level:
    const ConfigSet& old_viewpoints = externals.children("viewpoint");
    for( ConfigSet::const_iterator i = old_viewpoints.begin(); i != old_viewpoints.end(); ++i )
        viewpointsConf.add( *i );

    // Loading a viewpoint list from the earth file:
    if ( !viewpointsConf.empty() )
    {
        std::vector<Viewpoint> viewpoints;

        const ConfigSet& children = viewpointsConf.children();
        if ( children.size() > 0 )
        {
            for( ConfigSet::const_iterator i = children.begin(); i != children.end(); ++i )
            {
                viewpoints.push_back( Viewpoint(*i) );
            }
        }

        if ( viewpoints.size() > 0 )
        {
            Control* c = ViewpointControlFactory().create(viewpoints, view);
            if ( c )
                mainContainer->addControl( c );
        }
    }

    // Adding a sky model:
    if ( useSky || !skyConf.empty() )
    {
        double hours = skyConf.value( "hours", 12.0 );
        SkyNode* sky = new SkyNode( mapNode->getMap() );
        sky->setAmbientBrightness( ambientBrightness );
        sky->setDateTime( DateTime(2011, 3, 6, hours) );
        sky->attach( view );
//.........这里部分代码省略.........
开发者ID:amhagan,项目名称:osgearth,代码行数:101,代码来源:ExampleResources.cpp

示例2: options


//.........这里部分代码省略.........
    }

    // Install logarithmic depth buffer on main camera
    if ( useLogDepth )
    {
        OE_INFO << LC << "Activating logarithmic depth buffer on main camera" << std::endl;
        osgEarth::Util::LogarithmicDepthBuffer logDepth;
        logDepth.setUseFragDepth( true );
        logDepth.install( view->getCamera() );
    }

    else if ( useLogDepth2 )
    {
        OE_INFO << LC << "Activating logarithmic depth buffer (vertex-only) on main camera" << std::endl;
        osgEarth::Util::LogarithmicDepthBuffer logDepth;
        logDepth.setUseFragDepth( false );
        logDepth.install( view->getCamera() );
    }

    // Scan for images if necessary.
    if ( !imageFolder.empty() )
    {
        std::vector<std::string> extensions;
        if ( !imageExtensions.empty() )
            StringTokenizer( imageExtensions, extensions, ",;", "", false, true );
        if ( extensions.empty() )
            extensions.push_back( "tif" );

        OE_INFO << LC << "Loading images from " << imageFolder << "..." << std::endl;
        ImageLayerVector imageLayers;
        DataScanner scanner;
        scanner.findImageLayers( imageFolder, extensions, imageLayers );

        if ( imageLayers.size() > 0 )
        {
            mapNode->getMap()->beginUpdate();
            for( ImageLayerVector::iterator i = imageLayers.begin(); i != imageLayers.end(); ++i )
            {
                mapNode->getMap()->addImageLayer( i->get() );
            }
            mapNode->getMap()->endUpdate();
        }
        OE_INFO << LC << "...found " << imageLayers.size() << " image layers." << std::endl;
    }

    // Install elevation morphing
    if ( !lodBlendingConf.empty() )
    {
        mapNode->getTerrainEngine()->addEffect( new LODBlending(lodBlendingConf) );
    }

    // Install vertical scaler
    if ( !vertScaleConf.empty() )
    {
        mapNode->getTerrainEngine()->addEffect( new VerticalScale(vertScaleConf) );
    }

    // Install a contour map effect.
    if ( !contourMapConf.empty() )
    {
        mapNode->getTerrainEngine()->addEffect( new ContourMap(contourMapConf) );
    }

    // Generic named value uniform with min/max.
    VBox* uniformBox = 0L;
    while( args.find( "--uniform" ) >= 0 )
开发者ID:wangfeilong321,项目名称:learngit,代码行数:67,代码来源:ExampleResources.cpp

示例3: if


//.........这里部分代码省略.........
    }

    // Install logarithmic depth buffer on main camera
    if ( useLogDepth )
    {
        OE_INFO << LC << "Activating logarithmic depth buffer (vertex-only) on main camera" << std::endl;
        osgEarth::Util::LogarithmicDepthBuffer logDepth;
        logDepth.setUseFragDepth( false );
        logDepth.install( view->getCamera() );
    }

    else if ( useLogDepth2 )
    {
        OE_INFO << LC << "Activating logarithmic depth buffer (precise) on main camera" << std::endl;
        osgEarth::Util::LogarithmicDepthBuffer logDepth;
        logDepth.setUseFragDepth( true );
        logDepth.install( view->getCamera() );
    }

    // Scan for images if necessary.
    if ( !imageFolder.empty() )
    {
        std::vector<std::string> extensions;
        if ( !imageExtensions.empty() )
            StringTokenizer( imageExtensions, extensions, ",;", "", false, true );
        if ( extensions.empty() )
            extensions.push_back( "tif" );

        OE_INFO << LC << "Loading images from " << imageFolder << "..." << std::endl;
        ImageLayerVector imageLayers;
        DataScanner scanner;
        scanner.findImageLayers( imageFolder, extensions, imageLayers );

        if ( imageLayers.size() > 0 )
        {
            mapNode->getMap()->beginUpdate();
            for( ImageLayerVector::iterator i = imageLayers.begin(); i != imageLayers.end(); ++i )
            {
                mapNode->getMap()->addImageLayer( i->get() );
            }
            mapNode->getMap()->endUpdate();
        }
        OE_INFO << LC << "...found " << imageLayers.size() << " image layers." << std::endl;
    }

    // Install elevation morphing
    if ( !lodBlendingConf.empty() )
    {
        mapNode->getTerrainEngine()->addEffect( new LODBlending(lodBlendingConf) );
    }

    // Install vertical scaler
    if ( !vertScaleConf.empty() )
    {
        mapNode->getTerrainEngine()->addEffect( new VerticalScale(vertScaleConf) );
    }

    // Install a contour map effect.
    if (args.read("--contourmap"))
    {
        mapNode->addExtension(Extension::create("contourmap", ConfigOptions()));

        // with the cmdline switch, hids all the image layer so we can see the contour map.
        for (unsigned i = 0; i < mapNode->getMap()->getNumImageLayers(); ++i) {
            mapNode->getMap()->getImageLayerAt(i)->setVisible(false);
        }
开发者ID:469447793,项目名称:osgearth,代码行数:67,代码来源:ExampleResources.cpp

示例4: mapf

void
updateControlPanel()
{
    // erase all child controls and just rebuild them b/c we're lazy.

    //Rebuild all the image layers    
    s_imageBox->clearControls();

    int row = 0;

    LabelControl* activeLabel = new LabelControl( "Image Layers", 20, osg::Vec4f(1,1,0,1) );
    s_imageBox->setControl( 1, row++, activeLabel );

    // the active map layers:
    MapFrame mapf( s_activeMap.get() );
    ImageLayerVector imageLayers;
    mapf.getLayers(imageLayers);
    int layerNum = imageLayers.size()-1;
    for( ImageLayerVector::const_reverse_iterator i = imageLayers.rbegin(); i != imageLayers.rend(); ++i )
        createLayerItem( s_imageBox, row++, layerNum--, imageLayers.size(), i->get(), true );

    MapFrame mapf2( s_inactiveMap.get() );
    imageLayers.clear();
    mapf2.getLayers(imageLayers);
    if ( imageLayers.size() > 0 )
    {
        LabelControl* inactiveLabel = new LabelControl( "Removed:", 18, osg::Vec4f(1,1,0,1) );
        s_imageBox->setControl( 1, row++, inactiveLabel );

        for( unsigned int i=0; i<imageLayers.size(); ++i )
        {
            createLayerItem( s_imageBox, row++, -1, -1, imageLayers[i].get(), false );
        }
    }




    //Rebuild the elevation layers
    s_elevationBox->clearControls();

    row = 0;

    activeLabel = new LabelControl( "Elevation Layers", 20, osg::Vec4f(1,1,0,1) );
    s_elevationBox->setControl( 1, row++, activeLabel );

    // the active map layers:
    ElevationLayerVector elevationLayers;
    mapf.getLayers(elevationLayers);

    layerNum = elevationLayers.size()-1;
    for( ElevationLayerVector::const_reverse_iterator i = elevationLayers.rbegin(); i != elevationLayers.rend(); ++i )
        createLayerItem( s_elevationBox, row++, layerNum--, elevationLayers.size(), i->get(), true );

    if ( mapf2.elevationLayers().size() > 0 )
    {
        LabelControl* inactiveLabel = new LabelControl( "Removed:", 18, osg::Vec4f(1,1,0,1) );
        s_elevationBox->setControl( 1, row++, inactiveLabel );

        for( unsigned int i=0; i<mapf2.elevationLayers().size(); ++i )
        {
            createLayerItem( s_elevationBox, row++, -1, -1, mapf2.elevationLayers().at(i), false );
        }
    }



    //Rebuild the model layers
    s_modelBox->clearControls();

    row = 0;

    activeLabel = new LabelControl( "Model Layers", 20, osg::Vec4f(1,1,0,1) );
    s_modelBox->setControl( 1, row++, activeLabel );

    // the active map layers:
    ModelLayerVector modelLayers;
    mapf.getLayers(modelLayers);
    for( ModelLayerVector::const_reverse_iterator i = modelLayers.rbegin(); i != modelLayers.rend(); ++i )
        createModelLayerItem( s_modelBox, row++, i->get(), true );
}
开发者ID:ldelgass,项目名称:osgearth,代码行数:81,代码来源:osgearth_toc.cpp

示例5: 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();
        if ( !terrainStateSet )
            return;
        
        // 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 );

            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.load( vp, package.EngineVertexModel );
            package.load( vp, package.EngineVertexView );
            package.load( vp, package.EngineFragment );
            
            if ( this->normalTexturesRequired() )
            {
                package.load( vp, package.NormalMapVertex );
                package.load( vp, package.NormalMapFragment );

                terrainStateSet->addUniform( new osg::Uniform("oe_tile_normalTex", _normalMapUnit) );
            }

            // 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));

            if ( _update_mapf )
            {
                // 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.
                    ImageLayerVector imageLayers;
                    _update_mapf->getLayers(imageLayers);

                    bool ifStarted = false;
                    int numImageLayers = imageLayers.size();
                    for( int i=0; i<numImageLayers; ++i )
                    {
                        ImageLayer* layer = imageLayers[i].get();
                        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();
//.........这里部分代码省略.........
开发者ID:ldelgass,项目名称:osgearth,代码行数:101,代码来源:MPTerrainEngineNode.cpp

示例6: Depth


//.........这里部分代码省略.........
                if (_terrainOptions.morphImagery() == true)
                {
                    surfaceStateSet->setDefine("OE_TERRAIN_MORPH_IMAGERY");
                }
                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 );
开发者ID:,项目名称:,代码行数:67,代码来源:

示例7: 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:


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